Daniel Thalmann

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Algorithms and methods are presented for animating the hands of a synthetic actor. The algorithms allow not only to move the hand and grasp objects, but also to compute deformations of the hand as it moves, for example: rounding at joints and muscle inflations . The mapping of surfaces onto the skeleton is based on the concept of Joint-dependent Local(More)
This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This autonomy refers to the extent to which the virtual agents are independent of the user intervention and(More)
This paper presents a human walking model built from experimental data based on a wide range of normalized velocities. The model is structured on two levels. On the first level, global spatial and temporal characteristics (normalized length and step duration) are generated. On the second level, a set of parameterized trajectories produce both the position(More)
In this paper we propose a method to simulate muscle deformation in real-time, still aiming at satisfying visual results; that is, we are not attempting perfect simulation, but building a useful tool for interactive applications. Muscles are represented at 2 levels: the action lines and the muscle shape. The action line represents the force produced by a(More)
Identifying a precise anatomic skeleton is important in order to ensure high quality motion capture. In this paper we discuss two skeleton fitting techniques based on 3D optical marker data. First a local technique is proposed based on relative marker trajectories. Then it is compared to a global optimization of a skeleton model. Various proposals are made(More)
–In virtual human modeling, the shoulder is usually composed of clavicular, scapular and arm segments related by rotational joints. Although the model is improved, the realistic animation of the shoulder is hardly achieved. This is due to the fact that it is difficult to coordinate the simultaneous motion of the shoulder components in a consistent way.(More)
Articulated hand pose estimation plays an important role in human-computer interaction. Despite the recent progress, the accuracy of existing methods is still not satisfactory, partially due to the difficulty of embedded high-dimensional and non-linear regression problem. Different from the existing discriminative methods that regress for the hand pose with(More)
This paper describes interactive facilities for simulating abstract muscle actions using Rational Free Form Deformations (RFFD). The particular muscle action is simulated as the displacement of the control points of the control-unit for an RFFD defined on a region of interest. One or several simulated muscle actions constitute a Minimum Perceptible Action(More)
This paper discusses the use of physics-based models for animating clothes on synthetic actors in motion. In our approach, cloth pieces are fist designed with polygonal panels in two dimensions, and are then seamed and attached to the actor’s body in three dimensions. After the clothes are created, physical properties are simulated and then clothes are(More)