Ludovic Hoyet

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Subtle animation details such as finger or facial movements help to bring virtual characters to life and increase their appeal. However, it is not always possible to capture finger animations simultaneously with full-body motion, due to limitations of the setup or tight production schedules. Therefore, hand motions are often either omitted, manually created(More)
It has been shown that humans are sensitive to the portrayal of emotions for virtual characters. However, previous work in this area has often examined this sensitivity using extreme examples of facial or body animation. Less is known about how attuned people are at recognizing emotions as they are expressed during conversational communication. In order to(More)
Perception of biological motions is a key issue in order to evaluate the quality and the credibility of motions of virtual humans. This paper presents a perceptual study to evaluate if human beings are able to accurately distinguish differences in natural lifting motions with various masses in virtual environments (VE), which is not the case. However, they(More)
A typical crowd engine pipeline animates numerous moving characters according to a two-step process: global trajectories are generated by a crowd simulator, whereas full body motions are generated by animation engines. Because interactions are only considered at the first stage, animations sometimes lead to residual collisions and/or characters walking as(More)
With recent advances in real-time graphics technology, more realistic, believable and appealing virtual characters are needed than ever before. Both player-controlled avatars and non-player characters are now starting to interact with the environment, other virtual humans and crowds. However, simulating physical contacts between characters and matching(More)
When animating virtual humans for real-time applications such as games and virtual reality, animation systems often have to edit motions in order to be responsive. In many cases, contacts between the feet and the ground are not (or cannot be) properly enforced, resulting in a disturbing artifact know as footsliding or footskate. In this paper, we explore(More)
This paper addresses the problem of obtaining real-time parameterized simulations of human motion thanks to motion capture data. Contrary to motion graphs that are based on large database of motions, our method relies on per-frame adaptations of motion clips that are selected by a user. For the locomotion example, the user selects a motion that conveys a(More)
Recent advances in rendering and data-driven animation have enabled the creation of compelling characters with impressive levels of realism. While data-driven techniques can produce animations that are extremely faithful to the original motion, many challenging problems remain because of the high complexity of human motion. A better understanding of the(More)
This paper describes a framework for animating virtual characters in real-time environments thanks to motion capture data. In this paper, we mainly focus on the adaptation of motion capture data to the virtual skeleton and to its environment. To speed-up this real-time process we introduce a morphology-independent representation of motion. Based on this(More)