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Titlebook: Computer Animation ’91; Nadia Magnenat Thalmann,Daniel Thalmann Conference proceedings 1991 Springer Japan 1991 Computeranimation.Computer

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書(shū)目名稱(chēng)Computer Animation ’91
編輯Nadia Magnenat Thalmann,Daniel Thalmann
視頻videohttp://file.papertrans.cn/234/233473/233473.mp4
圖書(shū)封面Titlebook: Computer Animation ’91;  Nadia Magnenat Thalmann,Daniel Thalmann Conference proceedings 1991 Springer Japan 1991 Computeranimation.Computer
描述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 M
出版日期Conference proceedings 1991
關(guān)鍵詞Computeranimation; Computergraphik; Computerkunst; algorithms; animation; computer animation; computer gra
版次1
doihttps://doi.org/10.1007/978-4-431-66890-9
isbn_softcover978-4-431-66892-3
isbn_ebook978-4-431-66890-9
copyrightSpringer Japan 1991
The information of publication is updating

書(shū)目名稱(chēng)Computer Animation ’91影響因子(影響力)




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Linguistic Issues in Facial Animationsystems did not take into account the link between these two features. We will look at the rules that control these relations (. and .) as well as the coordination of these various modes of expressions. Given an utterance, we consider how the messages (what is . information in the given context) tra
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Facial Animation by Spatial Mappingained from the video, and this acquired motion is spatially mapped to conform to a synthetic actor’s face. The mapping takes into account differences in proportions between the two faces. Animation is then generated by deforming the texture and geometry of the synthetic face around the control point
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A Transformation Method for Modeling and Animation of the Human Face from Photographsnsformed to a facial model that is consistent with photographs of an individual face. Facial expression is modified by transformation of the obtained facial model. By using the displacements of selected control points, the transformation determines the displacements of the remaining points by linear
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Techniques for Realistic Facial Modeling and Animationirst, an adaptive meshing method, is able to create nonuniform facial meshes from high resolution data acquired by scanning a subject with a laser range sensor. Starting with a nonuniform mesh, the second method constructs a realistic model of the subject’s face and head. The face model includes syn
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Creating Realistic Three-Dimensional Human Shape Characters for Computer-Generated Filmsnvestigate various methods for creating three-dimensional human shapes based on our experiences. The traditional approach consists in constructing the shapes from real human characters or plaster models. In the first part, we survey several methods that we have already used in the past: 3D reconstru
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Design of Realistic Gaits for the Purpose of Animationchers have used dynamic analysis in order to allow easier control of the motion. However, only simple animation sequences have been designed for human models using dynamic analysis. The main reason is that using dynamics produces a model of great mathematical complexity. This paper presents a method
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