Computer Animation and Simulation 2000

Proceedings of the Eurographics Workshop in Interlaken, Switzerland, August 21–22, 2000

Author: N. Magnenat-Thalmann

Publisher: Springer Science & Business Media

ISBN:

Category: Computers

Page: 211

View: 104

This volume contains the research papers presented at the Eleventh Eurographics Workshop on Computer Animation and Simulation which took place in Interlaken, Switzerland, August 21-22, 2000. The workshop is an international forum for research in human animation, physically-based modeling, motion control, animation systems, and other key aspects of animation and simulation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 3 members of the international program committee and additional reviewers. Based on the reviews, 14 papers were accepted and the authors were invited to submit a final version for the workshop. We wish to especially thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist. We are grateful to the Eurographics Association and especially to Werner Purgathofer from the Technical University of Vienna, for his support in publishing the workshop as a volume of the Springer-Verlag Eurographics Series. We also thank the Eurographics '2000 organisers, especially David Duce, and Heinrich Miiller from the EG board. We are also very grateful to lerrin Celebi for the organization of the review process and and Josiane Bottarelli for the registration process.

Computer Animation and Simulation 2001

Proceedings of the Eurographics Workshop in Manchester, UK, September 2–3, 2001

Author: Nadia Magnenat-Thalmann

Publisher: Springer

ISBN:

Category: Computers

Page: 206

View: 125

This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.

Computer Animation and Simulation ’97

Proceedings of the Eurographics Workshop in Budapest, Hungary, September 2–3, 1997

Author: Daniel Thalmann

Publisher: Springer

ISBN:

Category: Computers

Page: 203

View: 584

State-of-the-art in Computer Animation

Proceedings of Computer Animation ’89

Author: Nadia Magnenat-Thalmann

Publisher: Springer

ISBN:

Category: Computers

Page: 227

View: 186

Selected topics and papers from the first international workshop on computer animation, held in Geneva in 1989, provide a comprehensive overview of the problems encountered in the rising field of computer animation. To foster interactive links between researchers, end-users, and artists, roundtables and discussions have been included as well as presentations of concepts and research themes such as keyframe to task-level animation, artificial intelligence, natural language and simulation for human animation, choreography, anthropometry for animated human figures, facial animation and expressions, the use of dynamic simulation, motion control and blur, and data-base oriented animation design.

Computer Animation and Simulation 2001

Proceedings of the Eurographics Workshop in Manchester, UK, September 2–3, 2001

Author: Nadia Magnenat-Thalmann

Publisher: Springer Science & Business Media

ISBN:

Category: Computers

Page: 206

View: 324

This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.

Computer Animation

Algorithms and Techniques

Author: Rick Parent

Publisher: Newnes

ISBN:

Category: Computers

Page: 515

View: 173

Updated to include the most current techniques of computer animation, along with the theory and high-level computation that makes this book the best technically oriented animation resource.

Computer Animation ’90

Author: Nadia Magnenat-Thalmann

Publisher: Springer

ISBN:

Category: Computers

Page: 244

View: 146

Computer Animation '90, the second international workshop on computer animation, was held in Geneva, Switzerland, on April 25-27, 1990. This book contains invited papers and a selection of research papers submitted to this workshop. The contributions address original research as well as results achieved in a number of fields of computer animation including scientific visualization, human animation, behavioral animation, and motion control.

Creating and Animating the Virtual World

Author: Nadia Magnenat Thalmann

Publisher:

ISBN:

Category:

Page: 304

View: 468

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.

Surgery Simulation and Soft Tissue Modeling

International Symposium, IS4TM 2003. Juan-Les-Pins, France, June 12-13, 2003, Proceedings

Author: Nicholas Ayache

Publisher: Springer

ISBN:

Category: Computers

Page: 392

View: 239

This book constitutes the refereed proceedings of the International Symposium on Surgery Simulation and Soft Tissue Modeling, IS4TM 2003, held in Juan-Les-Pins, France in June 2003. The 33 revised full papers presented together with 3 invited papers were carefully reviewed and selected from 45 submissions. The papers are organized in topical sections on soft tissue models, haptic rendering, cardiac modeling, and patient specific simulators.

Handbook of Virtual Humans

Author: Nadia Magnenat-Thalmann

Publisher: John Wiley & Sons

ISBN:

Category: Computers

Page: 468

View: 164

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.

Computer Vision/Computer Graphics Collaboration Techniques

Third International Conference on Computer Vision/Computer Graphics, MIRAGE 2007, Rocquencourt, France, March 28-30, 2007, Proceedings

Author: André Gagalowicz

Publisher: Springer

ISBN:

Category: Computers

Page: 620

View: 359

This book constitutes the refereed proceedings of the Third International Conference on Computer Vision/Computer Graphics collaboration techniques involving image analysis/synthesis approaches MIRAGE 2007, held in Rocquencourt, France, in March 2007. The 55 revised full cover foundational, methodological, and application issues.

Computer Graphics

Theory Into Practice

Author: Jeffrey J. McConnell

Publisher: Jones & Bartlett Learning

ISBN:

Category: Computers

Page: 519

View: 949

Computer Graphics & Graphics Applications

Computer Animation

Algorithms and Techniques

Author: Rick Parent

Publisher: Newnes

ISBN:

Category: Computers

Page: 542

View: 989

Driven by demand from the entertainment industry for better and more realistic animation, technology continues to evolve and improve. The algorithms and techniques behind this technology are the foundation of this comprehensive book, which is written to teach you the fundamentals of animation programming. In this third edition, the most current techniques are covered along with the theory and high-level computation that have earned the book a reputation as the best technically-oriented animation resource. Key topics such as fluids, hair, and crowd animation have been expanded, and extensive new coverage of clothes and cloth has been added. New material on simulation provides a more diverse look at this important area and more example animations and chapter projects and exercises are included. Additionally, spline coverage has been expanded and new video compression and formats (e.g., iTunes) are covered. Includes companion site with contemporary animation examples drawn from research and entertainment, sample animations, and example code Describes the key mathematical and algorithmic foundations of animation that provide you with a deep understanding and control of technique Expanded and new coverage of key topics including: fluids and clouds, cloth and clothes, hair, and crowd animation Explains the algorithms used for path following, hierarchical kinematic modelling, rigid body dynamics, flocking behaviour, particle systems, collision detection, and more