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9780470023167

Handbook of Virtual Humans

by ;
  • ISBN13:

    9780470023167

  • ISBN10:

    0470023163

  • Edition: 1st
  • Format: Hardcover
  • Copyright: 2004-10-29
  • Publisher: WILEY
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Summary

Virtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans. Written by a team of current and former researchers at MIRALab, University of Geneva or VRlab, EPFL, this book is the definitive guide to the area. Explains the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). Presents the concepts of behavioural animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans Addresses the advanced topics of hair representation and cloth animation with applications in fashion design Discusses the standards for Virtual Humans, such as MPEG-4 Face Animation and MPEG-4 Body Animation.

Author Biography

Professor Nadia Magnenat Thalmann is an eminent computer graphics scientist who is the founder and head of MIRALab at the University of Geneva. She presently serves as the Director of the Institute for Media Innovation in Singapore at Nanyang Technological University. Prof. Daniel Thalmann is a Swiss and Canadian Computer Scientist and a pioneer in Virtual Humans. He is currently Honorary Professor at EPFL, Switzerland, and Director of Research Development at MIRALab Sarl.

Table of Contents

Preface xiv
List of Contributors
xv
List of Figures
xvi
List of Tables
xxiv
An Overview of Virtual Humans
1(25)
Nadia Magnenat-Thalmann
Daniel Thalmann
Why Virtual Humans?
1(2)
History of Virtual Humans
3(5)
Early Models
3(2)
Short Films and Demos
5(2)
The Evolution towards Real-Time
7(1)
The Applications of Virtual Humans
8(12)
Numerous Applications
8(1)
Virtual Presenters for TV and the Web
8(1)
Virtual Assistants for Training in Case of Emergency
9(2)
Virtual Ancient People in Inhabited Virtual Cultural Heritage
11(1)
Virtual Audience for Treatment of Social Phobia
12(1)
Virtual Mannequins for Clothing
13(1)
Virtual Workers in Industrial Applications
14(2)
Virtual Actors in Computer-Generated Movies
16(2)
Virtual Characters in Video Games
18(2)
The Challenges in Virtual Humans
20(4)
A Good Representation of Faces and Bodies
20(1)
A Flexible Motion Control
20(1)
A High-Level Behavior
21(1)
Emotional Behavior
22(1)
A Realistic Appearance
22(1)
Interacting with the Virtual World
23(1)
Interacting with the Real World
24(1)
Conclusion
24(2)
Face Cloning and Face Motion Capture
26(26)
Wonsook Lee
Taro Goto
Sumedha Kshirsagar
Tom Molet
Introduction
26(1)
Feature-Based Facial Modeling
27(19)
Facial Modeling Review and Analysis
27(4)
Generic Human Face Structure
31(1)
Photo-Cloning
32(1)
Feature Location and Shape Extraction
33(5)
Shape Modification
38(1)
Texture Mapping
39(2)
Face Cloning from Range Data
41(1)
Validation of the Face Cloning Results
41(5)
Facial Motion Capture
46(6)
Motion Capture for Facial Animation
46(1)
MPEG-4-Based Face Capture
47(2)
Generation of Static Expressions or Key-Frames
49(1)
Analysis of Facial Capture Data to Improve Facial Animation
50(2)
Body Cloning and Body Motion Capture
52(23)
Pascal Fua
Ralf Plaenkers
WonSook Lee
Tom Molet
Introduction
52(1)
Body Models for Fitting Purposes
53(2)
Stick Figure
53(1)
Simple Volumetric Primitives
53(1)
Multi-Layered Models
54(1)
Anatomically Correct Models
55(1)
Static Shape Reconstruction
55(5)
3-D Scanners
55(1)
Finding Structure in Scattered 3-D Data
56(1)
Conforming Animatable Models to 3-D Scanned Data
57(1)
Photo-Based Shape Reconstruction
58(2)
Video-Based Shape Reconstruction
60(1)
Dynamic Motion Capture
60(7)
Early Motion Analysis
61(1)
Electro-Magnetic and Optical Motion Capture Systems
62(2)
Video-Based Motion Capture
64(3)
Articulated Soft Objects for Shape and Motion Estimation
67(4)
State Vector
67(1)
Metaballs and Quadratic Distance Function
68(1)
Optimization Framework
68(2)
Implementation and Results
70(1)
Conclusion
71(4)
Anthropometric Body Modeling
75(24)
Hyewon Seo
Introduction
75(2)
Background
77(9)
Anthropometry
77(4)
Anthropometric Human Models in CG
81(3)
Motivating Applications
84(1)
Challenging Problems
85(1)
Our Approaches to Anthropometric Models
86(12)
Overview
87(1)
Data Acquisition
87(2)
Pre-Processing
89(5)
Interpolator Construction
94(2)
Results and Implementation
96(2)
Conclusion
98(1)
Body Motion Control
99(20)
Ronan Boulic
Paolo Baerlocher
Introduction
99(2)
State of the Art in 3-D Character Animation
101(12)
The Levels of Abstraction of the Musculo-Skeletal System
101(2)
Techniques for the Animation and the Control of the Multi-Body System
103(1)
What Is Motion?
104(3)
Background to Inverse Kinematics
107(2)
Review of Inverse Kinematics Resolution Methods
109(3)
Other Issues in the Production of 3-D Character Animation
112(1)
The Multiple Priority Levels IK (MPL-IK)
113(3)
Background to Numeric IK
113(2)
Handling Two Conflicting Constraints
115(1)
Generalizing to p Priority Levels
116(1)
MPL-IK Results
116(1)
Conclusion
117(2)
Facial Deformation Models
119(21)
Prem Kalra
Stephane Garchery
Sumedha Kshirsagar
Introduction
119(1)
Some Preliminaries about the Anatomy of a Face
120(2)
Skin
120(1)
Muscles
120(1)
Bone
121(1)
Control Parameterization
122(1)
Interpolation
122(1)
FACS (Facial Action Coding System)
122(1)
FAP (Facial Animation Parameters)
123(1)
Facial Deformation Models
123(13)
Shape Interpolation
123(1)
Parametric Model
123(1)
Muscle-Based Models
124(4)
Finite Element Method
128(1)
Other Models
129(1)
MPEG-4-Based Facial Animation
129(7)
Tongue, Wrinkles and Other Features
136(1)
Summary
137(1)
Conclusion
137(3)
Body Deformations
140(21)
Amaury Aubel
Surface Models
140(5)
Rigid Deformations
140(1)
Local Surface Operators
141(1)
Skinning
141(1)
Contour Deformation
142(2)
Deformations by Example
144(1)
Volumetric Models
145(3)
Implicit Surfaces
146(1)
Collision Models
147(1)
Multi-Layered Models
148(10)
Skeleton Layer
148(1)
Muscle Layer
148(7)
Fat Layer
155(1)
Skin Layer
155(3)
Conclusion
158(3)
Comparative Analysis
159(1)
Depth of Simulation
159(1)
Future Research Directions
160(1)
Hair Simulation
161(31)
Sunil Hadap
Introduction
161(1)
Hair Shape Modeling
162(2)
Hair Dynamics
164(1)
Hair Rendering
165(3)
Summary
168(1)
Static Hair Shape Modeling Based on Fluid Flow
169(9)
Hair Shape Model
170(3)
Interactive Hair-Styler
173(3)
Enhancing Realism
176(2)
Modeling Hair Dynamics Based on Continuum Mechanics
178(12)
Hair as Continuum
179(3)
Single Hair Dynamics
182(3)
Fluid Hair Model
185(4)
Results
189(1)
Conclusion
190(2)
Cloth Simulation
192(38)
Pascal Volino
Frederic Cordier
Introduction
192(1)
Technology Summary
193(5)
Historical Review
193(1)
Cloth Mechanics
193(5)
Mechanical Simulation of Cloth
198(13)
Mechanical Modeling Schemes
199(5)
A Precise Particle-Based Surface Representation
204(3)
Numerical Integration
207(4)
Collision Techniques
211(9)
Principles of Collision Detection
212(1)
Collision Detection for Cloth Simulation
213(2)
Collisions on Polygonal Meshes
215(1)
Collision Response Schemes
216(4)
Enhancing Garments
220(6)
Mesh Smoothing
220(2)
Geometrical Wrinkles
222(1)
Advanced Fabric Lighting
223(1)
Toward Real-Time Garment Animation
224(2)
Designing Garments
226(3)
Garment Design Tools
227(1)
Applications
228(1)
Conclusion
229(1)
Expressive Speech Animation and Facial Communication
230(30)
Sumedha Kshirsagar
Arjan Egges
Stephane Garchery
Introduction
230(1)
Background and Review
231(1)
Facial Animation Design
231(2)
Parameterization
233(1)
High Level Control of Animation
234(4)
Speech Animation
238(7)
Using Text-to-Speech
238(1)
Phoneme Extraction from Natural Speech
239(3)
Co-articulation
242(1)
Expression Blending
243(1)
Enhancing Realism
244(1)
Facial Motion Capture and Analysis
245(7)
Data Analysis
245(1)
Principal Component Analysis
246(1)
Contribution of Principal Components
247(3)
Nature of Analysis Data and the PCs
250(1)
Expression Blending Using PCs
250(2)
Facial Communication
252(6)
Dialogue Generation
253(2)
Natural Language Processing and Generation
255(1)
Emotions
255(1)
Personality and Mood
256(2)
Putting It All Together
258(1)
Conclusion
259(1)
Behavioral Animation
260(27)
Jean-Sebastien Monzani
Anthony Guye-Vuilleme
Etienne de Sevin
What Is Behavioral Animation?
260(2)
Behavior
261(1)
Autonomy
262(1)
State-of-the-Art
262(7)
Perception and Memory
262(2)
Defining Behaviors
264(3)
Interactions
267(1)
Animation
268(1)
Applications
268(1)
An Architecture for Behavioral Animation
269(8)
Separate the Body and the Brain
269(1)
System Design
270(3)
Animation: A Layered Approach
273(3)
Intelligent Virtual Agent: Simulating Autonomous Behavior
276(1)
Behavioral Animation and Social Agents
277(2)
Case Study
279(6)
Storytelling
279(2)
A Mechanism of Motivated Action Selection
281(4)
Conclusion
285(2)
Body Gesture Recognition and Action Response
287(16)
Luc Emering
Bruno Herbelin
Introduction: Reality vs Virtuality
287(2)
State-of-the-Art
289(1)
Involved Technology
289(1)
Action Recognition
289(9)
Recognition Methods
289(2)
Model vs Data-Oriented
291(2)
Recognizable Actions
293(1)
Action-Analysis Levels
294(1)
Action Specification
295(2)
Action Recognition Algorithm
297(1)
Case Studies
298(2)
Interactive Fighting
300(1)
Discussion
300(3)
Sense of Touching
300(1)
Reactivity
301(1)
Objective and Subjective Views
301(1)
Embodiment
301(1)
System Performance
301(1)
Delegate Sub-Tasks
301(1)
Semantic Modulation
302(1)
Event/Action Associations
302(1)
Realistic Behavior
302(1)
Verbal Response
302(1)
Interaction with 3-D Objects
303(20)
Marcello Kallmann
Introduction
303(1)
Related Work
304(3)
Object Functionality
305(1)
Actor Animation
305(2)
Smart Objects
307(3)
Interaction Features
307(2)
Interpreting Interaction Features
309(1)
SOMOD
310(4)
Object Properties
310(1)
Interaction Information
310(2)
Behaviors
312(2)
Interacting with Smart Objects
314(3)
Interpretation of Plans
314(1)
Manipulation Actions
315(2)
Case Studies
317(4)
Opening a Drawer
318(1)
Interaction of Multiple Actors
319(1)
Complex Behaviors
320(1)
Remaining Problems
321(2)
Groups and Crowd Simulation
323(30)
Soraia Raupp Musse
Branislav Ulicny
Amaury Aubel
Introduction
323(1)
Structure of this Chapter
324(1)
Related Work
324(9)
Crowd Evacuation Simulators
325(2)
Crowd Management Training Systems
327(1)
Sociological Models
328(1)
Computer Graphics
329(1)
Classification of Crowd Methods
330(3)
A Hierarchical Approach to Model Crowds
333(5)
Hierarchic Model
333(2)
Emergent Crowds
335(3)
Crowd Visualization
338(8)
Virtual Human Model
338(1)
Crowd Creation
338(1)
Level of Detail
339(1)
Animated Impostors
339(1)
Impostor Rendering and Texture Generation
340(2)
Texture Refreshment Approach
342(1)
Visibility Issue
343(1)
Factored Impostor
344(1)
Z-Buffer Corrected Impostor
345(1)
Results
346(1)
Case Studies
346(5)
Programmed Crowds
346(2)
Guided Crowds
348(1)
Autonomous Crowds
349(1)
Interactive Crowd in Panic Situation
350(1)
Conclusion
351(2)
Rendering of Skin and Clothes
353(20)
Neeharika Adabala
Introduction
353(1)
Rendering of Skin
354(7)
Texturing
354(2)
Illumination Models
356(2)
Interaction with the Environment
358(1)
Temporal Features
358(2)
Summary of Skin Rendering Techniques
360(1)
Rendering of Clothes
361(11)
Modeling Color Variation from Images
362(1)
Illumination Models
362(2)
Representation of Milli-Geometry
364(1)
Rendering with Micro/Milli Geometric Detail and BRDF for Woven Clothes
365(5)
Macro-geometry and Interaction with the Environment
370(2)
Conclusion
372(1)
Standards for Virtual Humans
373(19)
Stephane Garchery
Ronan Boulic
Tolga Capin
Prem Kalra
Introduction
373(1)
The H-Anim Specification Scheme
373(6)
The Need for a Standard Human Skeleton
373(1)
H-Anim Skeleton Convention
374(1)
Benefits and Limitations of the Standard Skeleton
375(1)
Enforcing Motion Re-use
376(3)
The MPEG-4 FBA Standard
379(12)
MPEG-4 Body Animation Standard
380(3)
MPEG-4 Face Animation Standard
383(8)
What's Next?
391(1)
Appendix A: Damped Least Square Pseudo-Inverse J+λ 392(1)
Appendix B: H-Anim Joint and Segment Topology 393(3)
Appendix C: Facial Animation Parameter Set 396(4)
References 400(37)
Index 437

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