This paper presents a computational model for studying the mechanical properties of skin with aging. In particular, attention is given to the folding capacity of skin, which may be manifested as wrinkles. The simulation provides visual results demonstrating the form and density of folds under the various conditions. This can help in the consideration of proper measures for a cosmetic product for the skin.
1 December 1987 in IEEE Computer Graphics and Applications
This article describes how the synthetic actors Marilyn Monroe and Humphrey Bogart were directed in the film Rendez-vous a Montreal, using the Human Factory software. Innovative points are emphasized. The recreation of famous persons and reconstitution of their personalities, as well as the corresponding animation, are considered from an artistic point of view. Technical points discussed are personalized expressions, abstract muscle action (AMA) procedures, expression key-frame interpolation, multitrack mixing and synchronization, automatic body mapping using joint-dependent local deformation (JLD) operators, and semi-automatic object grasping. Task-level problems are also explained. Finally, how a fifth-generation animation system might evolve is discussed.
Virtual Humans are becoming a commodity in computing technology and lately have been utilized in the context of interactive presentations in Virtual Cultural Heritage environments and exhibitions. To this end, this research work underlines the importance of aligning and fine-tuning Virtual Humans’ appearance to their roles and highlights the importance of affective components. Building realistic Virtual Humans was traditionally a great challenge requiring a professional motion capturing studio and heavy resources in 3D animation and design. In this paper, a workflow for their implementation is presented, based on current technological trends in wearable mocap systems and advancements in software technology for their implementation, animation, and visualization. The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. The testing of the workflow occurs in a use case for the Mastic Museum of Chios and the implementation is validated both in a 3D virtual environment accessed through Virtual Reality and on-site at the museum through an Augmented Reality application. The findings, support the initial hypothesis through a formative evaluation, and lessons learned are transformed into a set of guidelines to support the replication of this work.
1 January 2005 in Computer-Aided Design and Applications
Despite numerous methods available for cloth simulation, virtual garment prototyping has yet to find its way toward the garment industry, the main issues being simulation accuracy and the potentiality for reproducing the complex behavior of complex garment models. These goals can only be reached through an optimal combination of modeling techniques and numerical methods that combines high computation efficiency with the versatility required for simulating intricate garment designs. We here describe optimal choices illustrated by their integration in a design and simulation tool that allow interactive prototyping of garments along drape motion and comfortability tests on animated postures.
1 April 1999 in PRESENCE: Virtual and Augmented Reality
COVEN (Collaborative Virtual Environments) is a European project that seeks to develop a comprehensive approach to the issues in the development of collaborative virtual environment (CVE) technology. COVEN brings together twelve academic and industrial partners with a wide range of expertise in CSCW, networked VR, computer graphics, human factors, HCI, and telecommunications infrastructures. After two years of work, we are presenting the main features of our approach and results, our driving applications, the main components of our technical investigations, and our experimental activities. With different citizen and professional application scenarios as driving forces, COVEN is exploring the requirements and supporting techniques for collaborative interaction in scalable CVEs. Technical results are being integrated in an enriched networked VR platform based on the dVS and DIVE systems. Taking advantage of a dedicated Europe-wide ISDN and ATM network infrastructure, a large component of the project is a trial and experimentation activity that should allow a comprehensive understanding of the network requirements of these systems as well as their usability issues and human factors aspects.