We present a system for the automatic generation of bottom-up visual attention behaviours in virtual humans. Bottom-up attention refers to the way in which the environment solicit...
This paper presents a sculptured solid modeling system founded upon dynamic Catmull-Clark subdivision-based solids of arbitrary topology. Our primary contribution is that we integ...
Many virtual environments and games must be populated with synthetic characters to create the desired experience. These characters must move with sufficient realism, so as not to...
Michael Gleicher, Hyun Joon Shin, Lucas Kovar, And...
The importance of faces in human interaction explains the desire for synthetic faces as a communication vehicle in computer graphics. Unfortunately, animating a face is a very com...
In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, ...