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Computer Science Workbench is a monograph series which will provide you with an in-depth working knowledge of current developments in computer technology. Every volume in this series will deal with a topic of importance in computer science and elaborate on how you yourself can build systems related to the main theme. You will be able to develop a variety of systems, including computer software tools, computer gra phics, computer animation, database management systems, and compu ter-aided design and manufacturing systems. Computer Science Work bench represents an important new contribution in the field of practical computer technology. TOSIYASU L. KUNII Preface to the Second Edition Computer ...
This book contains the research on modeling bodies, cloth and character based adaptation performed during the last 3 years at MIRALab at the University of Geneva. More than ten researchers have worked together in order to reach a truly 3D Virtual Try On. What we mean by Virtual Try On is the possibility of anyone to give dimensions on her predefined body and obtain her own sized shape body, select a 3D cloth and see oneself animated in Real-Time, walking along a catwalk. Some systems exist today but are unable to adapt to body dimensions, have no real-time animation of body and clothes. A truly system on the web of Virtual Try On does not exist so far. This book is an attempt to explain how to build a 3D Virtual Try On system which is now very much in demand in the clothing industry. To describe this work, the book is divided into five chapters. The first chapter contains a brief historical background of general deformation methods. It ends with a section on the 3D human body scanner systems that are used both for rapid p- totyping and statistical analyses of the human body size variations.
This book presents the making of computer-generated films using three-dimensional synthetic actors. It is based mainly on the production of the film Rendez-vous a Montreal, an animated film that uses advanced computer techniques to achieve such effects as reincarnating film stars Humphrey Bogart and Marilyn Monroe. The main purpose of Rendez-vous a Montreal is to show that true synthetic actors can be created. This fllm represents a technological breakthrough which opens up new vistas in motion pictures, television, and advertising. With this technique, it will now be possible to produce short fllms or motion pictures featuring any celebrity in any situation. The book explains in detail how ...
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.
In an accessible style that will appeal to the professional, student and laymen, the authors explain the methods for creating and simulating clothes for virtual humans. Using numerous detailed illustrations, colourful images, and step-by-step analysis they map out the terrain of this exciting and cutting-edge discipline. Starting with the beginnings in the mid 1980s and the basic foundations from the field of mechanics, the reader is gradually introduced to the subject. The text draws on a number of related fields such as computer graphics, algorithmics, computational geometry, simulation, modeling, animation, visualization, and virtual reality. The MIRACloth system, developed by the authors, is used as a case study for the results and techniques discussed. The book comes with a CD-ROM featuring dynamic demonstrations of 3D clothes and fashion shows. This is an indispensable text for anybody who wants an intelligent and readable book on virtual clothing.
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.
Image Synthesis: Theory and Practice is the first book completely dedicated to the numerous techniques of image synthesis. Both theoretical and practical aspects are treated in detail. Numerous impressive computer-generated images are used to explain the most advanced techniques in image synthesis. The book contains a detailed description of the most fundamental algorithms; other less important algorithms are summarized or simply listed. This volume is also a unique handbook of mathematical formulae for image synthesis. The four first chapters of the book survey the basic techniques of computer graphics which play an important role in the design of an image: geometric models, image and viewi...
An overview of biomechanical modeling of human soft tissue using nonlinear theoretical mechanics and incremental finite element methods, useful for computer simulation of the human musculoskeletal system.
This volume on virtual and augmented reality (VR/AR) and gamification for cultural heritage offers an insightful introduction to the theories, development, recent applications and trends of the enabling technologies for mixed reality and gamified interaction in cultural heritage and creative industries in general. It has two main goals: serving as an introductory textbook to train beginning and experienced researchers in the field of interactive digital cultural heritage, and offering a novel platform for researchers in and across the culturally-related disciplines. To this end, it is divided into two sections following a pedagogical model developed by the focus group of the first EU Marie S...
New Trends in Computer Graphics contains a selection of research papers submitted to Computer Graphics International '88 (COl '88). COl '88 is the Official Annual Conference of the Computer Graphics Society. Since 1982, this conference ha~ been held in Tokyo. This year, it is taking place in Geneva, Switzerland. In 1989, it will be held in Leeds, U. K. , in 1990 in Singapore, in 1991 in U. S. A. and in 1992 in Montreal, Canada. Over 100 papers were submitted to CGI '88 and 61 papers were selected by the International Program Committee. Papers have been grouped into 6 chapters. The flrst chapter is dedicated to Computer Animation because it deals with all topics presented in the other chapter...