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dc.contributor.authorVan Welbergen, H.en_US
dc.contributor.authorVan Basten, B. J. H.en_US
dc.contributor.authorEgges, A.en_US
dc.contributor.authorRuttkay, Zs. M.en_US
dc.contributor.authorOvermars, M. H.en_US
dc.date.accessioned2015-02-23T09:47:06Z
dc.date.available2015-02-23T09:47:06Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01822.xen_US
dc.description.abstractVirtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or natural and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleReal Time Animation of Virtual Humans: A Trade-off Between Naturalness and Controlen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number8en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01822.xen_US
dc.identifier.pages2530-2554en_US


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