Nadia Magnenat Thalmann

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This paper briefly reviews the existing approaches employed in computer animation for skin modeling, wrinkle formation and aging process and proposes our approach. Two models have been proposed, one is image-based for rapid prototyping and instant results and another is model based an extension to our earlier work. In the model-based technique skin is(More)
The pace in computing, graphics and networking technologies together with the demand from real-life applications made it a requirement to develop more realistic virtual environments (VEs). Realism not only includes believable appearance and simulation of the virtual world, but also implies the natural representation of participants. This representation(More)
We present an efficient algorithm for detecting self collisions, as well as some techniques for evaluating collision inside-outside orientation in a robust way. As presented in [VOL 94], we detect collisions using a hierarchical algorithm that takes advantage of curvature properties giving us full power of hierarchical algorithms for self-collision(More)
An object-oriented design is presented for building dynamic three-dimensional applications. This design takes the form of the Fifth Dimension Toolkit consisting of a set of interrelated classes whose instances may be connected together in a variety of ways to form different applications. Animation is obtained by connecting graphical objects to dynamic(More)
In this contribution towards creating interactive environments for garment design and simulation, we present a powerful mechanically based cloth simulation system. It is based on an optimized way to compute elastic forces between vertices of an irregular triangle mesh, which combines the precision of elasticity modelisation with the speed of a simple(More)
In this paper, we propose a multi-sensor based method of automatic grasping motion control for multiple synthetic actors. Despite the fact that it is described and implemented in our specific model, the method is general and can be applicable to other models. A heuristic method is defined to decide the different grasping strategies from object geometry,(More)
Invited Paper The first virtual humans appeared in the early 1980's in such films as Dreamflight (1982) and The Juggler (1982). Pioneering work in the ensuing period focused on realistic appearance in the simulation of virtual humans. In the 1990's, the emphasis has shifted to real-time animation and interaction in virtual worlds. Virtual humans have begun(More)
A model is described to simulate expressive wrinkles in 3D facial animation and skin aging. A plastic-visco-elastic skin surface is defined that can slide over an underlying layer. This layer constrains the skin surface by the spring force that simulates the connective fat tissue between skin and muscles. Muscle masks are constructed to characterize the(More)
Human interface for computer graphics systems is taking an evolutionary turn where it would involve multimodal approach. It is now moving from typical keyboard operation to more natural modes of interaction using visual, audio and gestural means. This paper discusses real time interaction using visual input from a human face. It describes the underlying(More)