派博傳思國際中心

標(biāo)題: Titlebook: Computer Animation and Simulation ’99; Proceedings of the E Nadia Magnenat-Thalmann,Daniel Thalmann Conference proceedings 1999 Springer-Ve [打印本頁]

作者: Hallucination    時(shí)間: 2025-3-21 18:49
書目名稱Computer Animation and Simulation ’99影響因子(影響力)




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書目名稱Computer Animation and Simulation ’99網(wǎng)絡(luò)公開度




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書目名稱Computer Animation and Simulation ’99被引頻次




書目名稱Computer Animation and Simulation ’99被引頻次學(xué)科排名




書目名稱Computer Animation and Simulation ’99年度引用




書目名稱Computer Animation and Simulation ’99年度引用學(xué)科排名




書目名稱Computer Animation and Simulation ’99讀者反饋




書目名稱Computer Animation and Simulation ’99讀者反饋學(xué)科排名





作者: commonsense    時(shí)間: 2025-3-21 21:21
Tracking and Modifying Upper-body Human Motion Data with Dynamic Simulationre physically realistic for the dynamic parameters of the character. We combine these two approaches by tracking and modifying human motion capture data using dynamic simulation and constraints. The tracking system generates motion that is appropriate for the graphical character while maintaining ch
作者: 阻礙    時(shí)間: 2025-3-22 02:33

作者: 細(xì)微的差異    時(shí)間: 2025-3-22 05:43

作者: Respond    時(shí)間: 2025-3-22 12:11
Interactive Evolution for Computer Animationing a point-for-point representation for genotype, the control both in selection and variation process is possible while the genotype represented by procedural rules in previous works allows it only in the selection. We experimentally validate these points on generating different walk styles out of
作者: MONY    時(shí)間: 2025-3-22 16:43

作者: MONY    時(shí)間: 2025-3-22 19:04
A Model of Collision Perception for Real-Time Animationd by performing psychophysical experiments. We demonstrate the feasibility of using this model as the basis for perceptual scheduling of interruptible collision detection in a real-time animation of large numbers of visually homogeneous objects. The user’s point of fixation may be either tracked or
作者: 去掉    時(shí)間: 2025-3-22 23:51

作者: echnic    時(shí)間: 2025-3-23 03:27
MPEG-4 based animation with face feature trackingure systems are now becoming increasingly important within user-controlled virtual environments. This paper discusses real-time interaction with virtual world through the visual analysis of human facial features from video. The underlying approach to recognize and analyze the facial movements of a r
作者: 業(yè)余愛好者    時(shí)間: 2025-3-23 09:30
Speech Driven Facial Animationmodifying a generic head model, where a set of MPEG-4 Facial Definition Parameters (FDPs) has been pre-defined. To animate facial expressions of the 3D head model, a real-time speech analysis module is employed to obtain mouth shapes that are converted to MPEG-4 Facial Animation Parameters (FAPs) to
作者: 俗艷    時(shí)間: 2025-3-23 13:11
Requirements for an Architecture for Embodied Conversational Characters conversational character. We argue that the three primary design drivers are real-time multithreaded entrainment, processing of both interactional and propositional information, and an approach based on a functional understanding of human face-to-face conversation. We then present an architecture w
作者: 抗生素    時(shí)間: 2025-3-23 14:23
Details and Implementation Issues of Animating Brachiation to facilitate the process of generating brachiation sequences with appropriate automaticity and also provide the animator with adequate controllability. A hybrid system based on an integration of three control modules of different levels is developed. The low-level control module, namely forward dy
作者: Perceive    時(shí)間: 2025-3-23 19:28

作者: 我們的面粉    時(shí)間: 2025-3-24 01:15

作者: 祖?zhèn)髫?cái)產(chǎn)    時(shí)間: 2025-3-24 02:57
Computer Animation and Simulation ’99978-3-7091-6423-5Series ISSN 0946-2767
作者: Chandelier    時(shí)間: 2025-3-24 06:45

作者: 你正派    時(shí)間: 2025-3-24 11:32
https://doi.org/10.1007/978-3-7091-6423-5Animation; Computergraphik; Simulation; computer animation; computer graphics / Computeranimation; model;
作者: Muscularis    時(shí)間: 2025-3-24 16:01
978-3-211-83392-6Springer-Verlag Wien 1999
作者: harmony    時(shí)間: 2025-3-24 19:02
Guiding and Interacting with Virtual Crowds to model and generate virtual crowds with various degrees of autonomy. In addition, a Client/Server architecture is discussed in order to provide interface to guide and communicate with virtual crowds.
作者: COMA    時(shí)間: 2025-3-25 02:11
Conference proceedings 1999ive approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.
作者: 一個(gè)攪動(dòng)不安    時(shí)間: 2025-3-25 04:46

作者: 時(shí)代錯(cuò)誤    時(shí)間: 2025-3-25 08:19

作者: inspiration    時(shí)間: 2025-3-25 14:09

作者: 名義上    時(shí)間: 2025-3-25 17:54

作者: 招惹    時(shí)間: 2025-3-25 23:59
https://doi.org/10.1007/978-3-540-48701-2ate complex motions. This problem can be solved by the use of animation levels of detail. These manage the computation complexity by selecting the way each model is computed. An animation level of detail of an object consist in a set of animation models with different computation costs. In this pape
作者: 整頓    時(shí)間: 2025-3-26 01:57

作者: 不怕任性    時(shí)間: 2025-3-26 07:11

作者: 忍受    時(shí)間: 2025-3-26 11:54
https://doi.org/10.1007/978-3-540-48701-2d by performing psychophysical experiments. We demonstrate the feasibility of using this model as the basis for perceptual scheduling of interruptible collision detection in a real-time animation of large numbers of visually homogeneous objects. The user’s point of fixation may be either tracked or
作者: 噴油井    時(shí)間: 2025-3-26 14:50

作者: 溫室    時(shí)間: 2025-3-26 20:15
https://doi.org/10.1007/978-3-540-48701-2ure systems are now becoming increasingly important within user-controlled virtual environments. This paper discusses real-time interaction with virtual world through the visual analysis of human facial features from video. The underlying approach to recognize and analyze the facial movements of a r
作者: Instinctive    時(shí)間: 2025-3-27 00:29

作者: conduct    時(shí)間: 2025-3-27 03:21

作者: LAIR    時(shí)間: 2025-3-27 07:07
https://doi.org/10.1007/978-3-540-48701-2 to facilitate the process of generating brachiation sequences with appropriate automaticity and also provide the animator with adequate controllability. A hybrid system based on an integration of three control modules of different levels is developed. The low-level control module, namely forward dy
作者: 入會(huì)    時(shí)間: 2025-3-27 12:28
https://doi.org/10.1007/978-3-540-48701-2putational model, based on the conventional Hooke’s law, that uses a discrete approximation of differential operators on irregular grid. It allows local refinement or simplification of the computational model based on local error measurement. We in effect minimize calculations while ensuring a reali
作者: 罵人有污點(diǎn)    時(shí)間: 2025-3-27 13:46

作者: refraction    時(shí)間: 2025-3-27 19:29
Eurographicshttp://image.papertrans.cn/c/image/233470.jpg
作者: preeclampsia    時(shí)間: 2025-3-28 01:20

作者: foreign    時(shí)間: 2025-3-28 03:56

作者: 新鮮    時(shí)間: 2025-3-28 07:02
Simple Machines for Scaling Human Motion system directly. To demonstrate the effectiveness of this approach, we animate running motion for a variety of characters over a range of velocities. Results can be computed at several frames per second.
作者: TOXIN    時(shí)間: 2025-3-28 10:39
The Effects of Noise on the Perception of Animated Human Runninglic animations of human motion. We construct a noise function based on biomechanical considerations that introduces natural-looking perturbations in a base running motion produced either by dynamic simulation or from motion capture data. We evaluate our results through human subject testing.
作者: 粗鄙的人    時(shí)間: 2025-3-28 18:37

作者: 多山    時(shí)間: 2025-3-28 19:37
https://doi.org/10.1007/978-3-540-48701-2 system directly. To demonstrate the effectiveness of this approach, we animate running motion for a variety of characters over a range of velocities. Results can be computed at several frames per second.
作者: esthetician    時(shí)間: 2025-3-28 23:42

作者: Counteract    時(shí)間: 2025-3-29 03:30

作者: 哪有黃油    時(shí)間: 2025-3-29 07:57

作者: 謊言    時(shí)間: 2025-3-29 12:32

作者: 格言    時(shí)間: 2025-3-29 16:02
https://doi.org/10.1007/978-3-540-48701-2rocedural rules in previous works allows it only in the selection. We experimentally validate these points on generating different walk styles out of a prototype walk motion and also discuss about interactive evolution to be used as a general approach to setting parameters for computer graphics.
作者: BADGE    時(shí)間: 2025-3-29 20:50
https://doi.org/10.1007/978-3-540-48701-2d propositional information, and an approach based on a functional understanding of human face-to-face conversation. We then present an architecture which meets these requirements and an initial conversational character that we have developed who is capable of increasingly sophisticated multimodal input and output in a limited application domain.
作者: 高談闊論    時(shí)間: 2025-3-30 01:29
https://doi.org/10.1007/978-3-540-48701-2al refinement or simplification of the computational model based on local error measurement. We in effect minimize calculations while ensuring a realistic and scale-independent behavior within a given accuracy threshold. We demonstrate this technique on a real-time virtual liver surgery application.
作者: intrude    時(shí)間: 2025-3-30 05:49

作者: 社團(tuán)    時(shí)間: 2025-3-30 09:38
Interactive Evolution for Computer Animationrocedural rules in previous works allows it only in the selection. We experimentally validate these points on generating different walk styles out of a prototype walk motion and also discuss about interactive evolution to be used as a general approach to setting parameters for computer graphics.
作者: Nostalgia    時(shí)間: 2025-3-30 13:00
Requirements for an Architecture for Embodied Conversational Charactersd propositional information, and an approach based on a functional understanding of human face-to-face conversation. We then present an architecture which meets these requirements and an initial conversational character that we have developed who is capable of increasingly sophisticated multimodal input and output in a limited application domain.
作者: Gerontology    時(shí)間: 2025-3-30 17:13
Interactive multiresolution animation of deformable modelsal refinement or simplification of the computational model based on local error measurement. We in effect minimize calculations while ensuring a realistic and scale-independent behavior within a given accuracy threshold. We demonstrate this technique on a real-time virtual liver surgery application.
作者: muscle-fibers    時(shí)間: 2025-3-30 23:58
Building Layered Animation Models from Captured Data low-resolution control model and high-resolution scanned data. Automatic techniques are introduced to map both the control model and captured data into a single layered model. The resulting model enables efficient, seamless animation by manipulation of the skeleton whilst maintaining the captured high-resolution surface detail.
作者: Flagging    時(shí)間: 2025-3-31 04:48
https://doi.org/10.1007/978-3-540-48701-2. On a PC with a single Pentinum-III 500MHz CPU, the system performance is around 15–24 frames/sec with image size 120×150. The input is live audio, and initial delay is within 4 seconds. An ongoing model-based visual communication system that integrates a 3D head motion estimation technique with this system is also described.
作者: 善于    時(shí)間: 2025-3-31 08:08
Speech Driven Facial Animation. On a PC with a single Pentinum-III 500MHz CPU, the system performance is around 15–24 frames/sec with image size 120×150. The input is live audio, and initial delay is within 4 seconds. An ongoing model-based visual communication system that integrates a 3D head motion estimation technique with this system is also described.
作者: 疏忽    時(shí)間: 2025-3-31 12:45





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