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This book contains invited papers and a selection of research papers submitted to Computer Animation '91, the third international work shop on Computer Animation, which was held in Geneva on May 22-24. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '91, the fourth Computer-generated Film Festival of Geneva, was held. The book presents original research results and applications experience of the various areas of computer animation. This year most papers are related to character animation, human animation, facial animation, and motion contro!. NA DIA MAGNENAT THALMANN DANIEL THALMANN v Table of Contents Part I: Facial Animation Contral Parameterization for Facial Animation F. I. PARKE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Linguistic Issues in Facial Animation C. PELACHAUD, N. !. BADLER, M. STEEDMAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Facial Animation by Spatial Mapping E. C. PATTERSON, P. c. LITWINOWICZ, N. GREENE . . . . . . . . . . . . . . . . . . . . . . . . . 31 A Transformation Method for Modeling and Animation of the Human Face fram Photographs T. KURlHARA, K. ARAI . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 Techniques for Realistic Facial Modeling and Animation D. TERZOPOULOS, K. WATERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59 Part ll: Human Modeling and Animation Generation of Human Motion with Emotion M. UNUMA, R. TAKEUCHI . . . . . . . . . . •. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Creating Realistic Three-Dimensional Human Shape Characters for Computer-Generated Films A. PAOURl, N. MAGNENATTHALMANN, D. THALMANN . . . . . . . . . . . . . . . . . . . 89 Design of Realistic Gaits for the Purpose of Animation N. VASlLONIKOLIDAKIS, G. J CLAPWORTHY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. - New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! - Companion site with animation clips drawn from research & entertainment and code samples - Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique
Lewis Carroll once wrote a story about a king who wanted a very accurate map of his kingdom. The king had a pathologically fastidious eye for detail and consequently decided that the map was to be produced at a scale of 1:1. The scribes dutifully set to and, in time, the map was made. The map carried details of every tree, every rock and every blade of grass throughout the entire land. The problem occurred when they tried to use -it. First of all, the map was extraordinarily difficult to open out and line up with the countryside. Its sheer bulk meant that it took whole armies to carry it and a great host of bureaucrats and technicians to maintain the information. Such was the detail of the map that as soon as the wind blew strongly, whole sections needed to be redrawn. What was worse was that all the farmers protested because the map completely cut out the light from the sun and all the crops died. Eventually the howls of protest became so strong that the king was forced to take action. He did away with the old paper copy and decided to use the kingdom itself as the map. All lived happily ever after. There are, at least, two morals to this tale. First, you are almost certainly doomed to failure if you do not get the representation of the problem right.
This book contains the invited papers and a selection of research papers submitted to Computer Animation '93, the fifth international workshop on Computer Animation, which was held in Geneva on June 16-18, 1993. This workshop, now an annual event, has been organized by the Computer Graphics Society, the University of Geneva, and the Swiss Federal Institute of Technology in Lausanne. During the international workshop on Computer Animation '93, the sixth Computer-generated Film Festival of Geneva, was also held. The volume presents original research results and applications experience to the various areas of computer animation. Most of the contributions are related to motion control, visualization, human animation, and rendering techniques.
Welcome to the 8th International Workshop on Groupware (CRIWG 2002)! The previous workshops took place in Lisbon, Portugal (1995), Puerto Varas, Chile (1996), El Escorial, Spain (1997), Búzios, Brazil (1998), Cancun, Mexico (1999), Madeira, Portugal (2000), and Darmstadt, Germany (2001). CRIWG workshops follow a simple recipe for success: good papers, a small number of participants, extensive time for lively and constructive discussions, and a high level of cooperation both within and between paper sessions. CRIWG 2002 continued this tradition. CRIWG 2002 attracted 36 submissions from 13 countries, nine of them outside Ibero-America. Each of the 36 articles submitted was reviewed by at least three members of an internationally renowned Program Committee. This year we used a double-blind reviewing process, i. e. , the reviewers did not know who the authors of the papers were. In addition, the reviewers were chosen based on their expertise and we also ensured that they came from countries and institutions not related to those of the paper’s authors. This reviewer assignment worked remarkably well, as indicated by the high average confidence value the reviewers gave their own reviews. This means that papers were usually reviewed by experts in the paper’s topic. As a consequence, reviews were usually quite extensive and contained many suggestions for - provements. I would like to thank all the members of the Program Committee for their hard work, which I am sure contributed to improving the quality of the final articles.
This book contains invited papers and a selection of research papers submitted to Computer Animation '92, the fourth international workshop on computer animation held in Genova on May 20-22, 1992. This workshop, now an annual event, is organized by the Computer Graphics Society, the University of Genova, and the Swiss Federal Institute of Technology in Lausanne. Original research results and applications experience to the various areas of computer animation are represented in the book. This year most contributions are related to physics-based animation, human animation, and geometric modelling for animation.
The decades of the 1970s and 1980s were a very exciting period of discovery in the field of computer graphics. It was a time when new rendering algorithms, different modeling strategies, clever animation techniques,and significant advances in photorealism were being made. Complementing these software developments, hardware systems were dominated by raster technology and programmers had access to excellent workstations on which to develop their graphics systems.In the 1990s, incredible advances in computer graphics are far surpassing developments made during the last twenty years. Yesterdays computer graphics have given way to todays virtual reality. This volume brings together contributions from internationalexperts on the diverse, yet important, range of topics that impact the design and application of virtual environments. Topics covered include 3-D modeling; new approaches to rendering virtual environments; recent research into the problems of animating and visualizing virtual environments; applications for virtual reality systems; and simulation of complex behaviors.Computer Graphics: Developments in Virtual Environments provides a unique opportunity to examine current practice and expert thinking. It is essential reading for students, practitioners, researchers, or anyone else who wishes to find out more about this exciting area.Provides comprehensive coverage of the latest topics in computer graphics, virtual reality, and humancomputer interactionContributors are international experts in the fieldExamines many real-world applications in a wide variety of fields
Dictation systems, read-aloud software for the blind, speech control of machinery, geographical information systems with speech input and output, and educational software with `talking head' artificial tutorial agents are already on the market. The field is expanding rapidly, and new methods and applications emerge almost daily. But good sources of systematic information have not kept pace with the body of information needed for development and evaluation of these systems. Much of this information is widely scattered through speech and acoustic engineering, linguistics, phonetics, and experimental psychology. The Handbook of Multimodal and Spoken Dialogue Systems presents current and developing best practice in resource creation for speech input/output software and hardware. This volume brings experts in these fields together to give detailed `how to' information and recommendations on planning spoken dialogue systems, designing and evaluating audiovisual and multimodal systems, and evaluating consumer off-the-shelf products. In addition to standard terminology in the field, the following topics are covered in depth: How to collect high quality data for designing, training, and evaluating multimodal and speech dialogue systems; How to evaluate real-life computer systems with speech input and output; How to describe and model human-computer dialogue precisely and in depth. Also included: The first systematic medium-scale compendium of terminology with definitions. This handbook has been especially designed for the needs of development engineers, decision-makers, researchers, and advanced level students in the fields of speech technology, multimodal interfaces, multimedia, computational linguistics, and phonetics.