It is often suggested that traditional models of artificial evolution, based on explicit, human-defined fitness functions, are fundamentally more restricted and less creative than ...
In this paper, we will explain our approach to create and animate virtual characters for real-time rendering applications in an easy and intuitive way. Furthermore we show a way ho...
Represented in a Morphable Model, 3D faces follow curved trajectories in face space as they age. We present a novel algorithm that computes the individual aging trajectories for g...
Kristina Scherbaum, Martin Sunkel, Hans-Peter Seid...
CT This paper describes how evolutionary techniques of variation and selection can be used to create complex simulated structures, textures, and motions for use in computer graphic...
Abstract. This paper presents a new technique for computing collisionfree navigation motions from task-level commands for animated human characters in interactive virtual environme...