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Planning collision-free reaching motions for interactive object manipulation and grasping
We present new techniques that use motion planning algorithms based on probabilistic roadmaps to control 22 degrees of freedom (DOFs) of human-like characters in interactive applications. Our mainExpand
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Anatomically-based human body deformations
These Ecole polytechnique federale de Lausanne EPFL, n° 2573 (2002)Section d'informatiqueFaculte informatique et communicationsInstitut des systemes informatiques et multimediasLaboratoire de realiteExpand
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Real-time display of virtual humans: levels of details and impostors
Rendering and animating in real-time a multitude of articulated characters presents a real challenge, and few hardware systems are up to the task. Up to now, little research has been conducted toExpand
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Realistic Deformation of Human Body Shapes
In this paper we propose a new, generic, multi-layered model for automating the deformations of the skin of human characters based on physiological and anatomical considerations. Muscle motion andExpand
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Real-Time Animation of Realistic Virtual Humans
The authors have been working on simulating virtual humans for several years. Until recently, these constructs could not act in real time. Today, however, many applications need to simulate in realExpand
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Interactive modeling of the human musculature
In this paper, we extend our previous work (Proc. Computer Animation and Simulation, pp. 125-135, Aug. 2000) and propose a muscle model that is suitable for computer graphics based on physiologicalExpand
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Lowering the cost of virtual human rendering with structured animated impostors
We present an image-based rendering technique to represent virtual humans in real-time. Though we deal only with virtual humans, the concept can be applied to any articulated character. Our techniqueExpand
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Animated Impostors for Real-Time Display of Numerous Virtual Humans
Rendering and animating in real-time a multitude of articulated characters presents a real challenge and few hardware systems are up to the task. Up to now little research has been conducted toExpand
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Efficient Muscle Shape Deformation
In this paper we extend previous work (AubeIOO) and propose a muscle model suitable for computer graphics based on physiological and anatornical considerations. Muscle motion and deformation isExpand
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Anyone for Tennis?
In this paper we present a virtual tennis game. We describe the creation and modeling of the virtual humans and body deformations, also showing the real-time animation and rendering aspects of theExpand
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