Recently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for ...
Edilson de Aguiar, Christian Theobalt, Sebastian T...
The last few years have seen great maturationin the computation speed and control methods needed to portray 3D virtualhumanssuitableforreal interactiveapplications. We first desc...
Abstract. Virtual humans are employed in many interactive applications, including (serious) games. Their motion should be natural and allow interaction with its surroundings and ot...
Abstract. In this paper we present an agent that can analyse certain human fullbody movements in order to respond in an expressive manner with copying behaviour. Our work focuses o...
We introduce a procedure to estimate human face high level animation parameters from a marker-less image sequence in presence of strong illumination changes. We use an efficient a...