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)
Introduction The main goal of computer animation is to synthesize the desired motion effect which is a mixing of natural phenomena, perception and imagination. The animator designs the object's dynamic behavior with his mental representation of causality. He/she imagines how it moves, gets out of shape or reacts when it is pushed, pressed, pulled, or(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)
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 discuss both the artistic and technical concerns involved in the construction of a computer-generated realistic human character. We investigate various methods for creating three-dimensional human shapes based on our experiences. The traditional approach consists in constructing the shapes from real human characters or plaster models. In(More)
In this paper, we provide the biomechanical model of human upper limb we have designed and applied to the three-dimensional left human arm reconstructed from the Visible Human imaging Dataset. This model includes the mechanical properties for bones, joints and muscles lines of action. This work has been done as a part of the European Esprit Project CHARM.(More)
In this paper, we first explain how we create virtual humans today and how we simulate their movements. Then we explore the impact of computer-generated humans on medical research and education. In the area of orthopedics, we discuss the simulation of motion with joint illness and prosthesis. We then explain the simulation of effects of plastic surgery and(More)
A robust method for fall detection is presented based on two features: distances between human skeleton joins and the floor, and join velocity. The first feature provides an efficient solution to detect falls as the human skeleton joins close to the floor level when a person falls down. In order to distinguish the fall accidental and the nonimpact(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)