Nadia Magnenat - Thalmann

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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)
With the growth of the fixed, wireless and mobile Internet, the convergence process of information technology, communication and media faces new challenges. The ISIS project was created to tackle some of these challenges. In particular, it proposes to solve one key issue: procure a technology to provide scalable, seamless multimedia services. Today’s state(More)
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)
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 computergenerated 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 survey problems and solutions for inserting virtual humans in Networked Virtual Environments. Using virtual humans as participant embodiment increases the collaboration in Networked Virtual Environments, as it provides a direct relationship between how we interact with the real world and the virtual world representation. We show the(More)