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Titlebook: Deformable Avatars; IFIP TC5/WG5.10 DEFO Nadia Magnenat-Thalmann,Daniel Thalmann Book 2001 IFIP International Federation for Information Pr

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https://doi.org/10.1007/978-3-642-68912-3s to enable rapid creation of various body models that are immediately usable for animation. In doing so, we aim to carry out realistic deformations on the human body models as well as make its usage simple. Our system is composed of several modules: (1) Skin attachment to an H-Anim skeleton is carr
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https://doi.org/10.1007/978-3-642-68912-3hip. The goal of this paper is to discuss two related problems: the parametrization and the definition of realistic joint boundaries for ball-and-socket joints. Doing this accurately is difficult, yet important for motion generators (such as inverse kinematics and dynamics engines) and for motion ma
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https://doi.org/10.1007/978-3-642-68912-3ate design methodologies for complex agents emerges which are capable of modelling essential characteristics of human beings in connection with their decision making and behaviour control. In this article the . reference model for the construction of human-like agents is introduced which enables an
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https://doi.org/10.1007/978-3-642-68912-3 animate virtual humans in a distributed way such as combining primary actions into tasks, using verbal communication between virtual humans and directing them with high level orders. Our models have been tested into a multi-languages / multi-modules application as described below.
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Interactive Modelling of MPEG-4 Deformable Human Body Models,ify the model in consideration of not only geometric features but also the animation aspect of it. (4) Finally, the BDP generation module describes the geometry of the model as well as how to animate it according to the MPEG-4 BDP specifications.
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