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Item Simulation of Facial Muscle Actions Based on Rational Free Form Deformations(Blackwell Science Ltd and the Eurographics Association, 1992) Kalra, Prem; Mangili, Angelo; Thalmann, Nadia Magnenat; Thalmann, DanielThis paper describes interactive facilities for simulating abstract muscle actions using Rational Free Form Deformations (RFFD). The particular muscle action is simulated as the displacement of the control points of the control-unit for an RFFD defined on a region of interest. One or several simulated muscle actions constitute a Minimum Perceptible Action (MPA), which is defined as the atomic action unit, similar to Action Unit (AU) of the Facial Action Coding System (FACS), to build an expression.Item SOME USEFUL BUT RATHER UNUSUAL GRAPHICAL PRIMITIVES(The Eurographics Association, 1981) Magnenat-Thalmann, Nadia; Thalmann, Daniel; Bergeron, Philippe; J. L. EncarnacaoThe MIRALIB library is a powerful graphical library which may be used with MIRA-2D, a graphical PASCAL extension as well as with the standard PASCAL language. MIRALIB includes figure algebra routines, figure measure functions, figure recognition predicates, image transformations as fitting or clearing and animation primitives. The most unusual primitives are presented with the help of a few examples.Item A Hand Control and Automatic Grasping System for Synthetic Actors(Blackwell Science Ltd and the Eurographics Association, 1994) Sanso, Ramon Mas; Thalmann, DanielIn the computer animation field, the interest for grasping has appeared with the development of synthetic actors. Based on a grasp taxonomy, we propose a completely automatic grasping system for synthetic actors. In particular, the system can decide to use a pinch when the object is too small to be grasped by more than two fingers or to use a two-handed grasp when the object is too large. The system also offers both direct and inverse kinematics to control the articulations. In order to ensure realistic looking closing of the hand, several of the joints are constrained. A brief description of the system and results are also presented.Item The Use of Finite Element Theory for Simulating Object and Human Body Deformations and Contacts(Eurographics Association, 1989) Gourret, Jean-Paul; Magnenat-Thalmann, Nadia; Thalmann, DanielThis paper presents a method for combining image synthesis and modeling based on a finite element method (FEM) to get realistic intelligent images. FEM is used for modeling both elastically and plastically deformations of objects, and impacts with or without penetration between deformable objects. The concept of deformable objects is applied to human flesh to improve the behavior of synthetic human grasping and walking. The paper also discusses the introduction of this method in an animation system based on the concept of "intelligent" synthetic actors with automatic motion control performed using A.I. and robotics techniques. In particular, motion is planned at a task level and computed using physical laws.Item An Adaptive Spatial Subdivision of the Object Space for Fast Collision Detection of Animated Rigid Bodies(Blackwell Science Ltd and the Eurographics Association, 1995) Bandi, Srikanth; Thalmann, DanielCollision detection tests between objects dominate run time simulation of rigid body animation. Traditionally, hierarchical bounding box tests are used to minimize collision detection time. But the bounding boxes do not take shapes of the objects into account which results in a large number of collision detection tests. We propose an adaptive spatial subdivision of the object space based on octree structure to rectify this problem. We also present a technique for efficiently updating this structure periodically during the simulation.Item An Integrated System for Modeling, Animating and Rendering Hair(Blackwell Science Ltd and the Eurographics Association, 1993) Daldegan, Agnes; Thalmann, Nadia Magnenat; Kurihara, Tsuneya; Thalmann, DanielThere are basically four problems to solve in order to produce realistic animated synthetic actors with hair: hair modeling and creation, hair motion, collision detection and hair rendering. This paper describes a complete methodology to solve these basic four problems. We present how hair styles may be designed with our Hair Styler module. Then we survey the animation model and emphasize a method of collision processing. Finally, we explain how hair may be rendered using an extension of a standard ray-tracing program. We also show applications of our synthetic actors with various hair styles and different styles of mustaches and beards.