• Corpus ID: 16143693

A new generation of synthetic actors: The real-time and interactive perceptive actors

  title={A new generation of synthetic actors: The real-time and interactive perceptive actors},
  author={Daniel Thalmann},
We show the evolution from the earliest frame-by-frame synthetic actors to real-time perceptive actors living in distributed virtual environments or even in the real world. We first compare requirements and methods for frame-by-frame and real-time actors. Then, we introduce a new classification of synthetic actors with four categories: participants, guided actors, autonomous actors, and interactive perceptive actors. Actors of this last category are not only aware of other actors and real… 

A Proposal for the Classification of Virtual Character

A classification of virtual actors based on the movement analysis of their creation medium that is based on two concepts: the origin, either internal or external, of movement and decision is proposed, which leads to define four categories, the virtual puppet,the virtual golem, thevirtual actor and the virtual mask.

Motion and behaviour modelling: state of art and new trends

The main goal has been to provide a classification of computer animation systems focused on motion and behaviour modelling from the point of view of control techniques.

Adding Support for High-Level Skeletal Animation

The aim of this paper is to contribute to the standardization process of multiplatform synthetic actor programs or libraries by demonstrating how the proposed data structure is used to generate motion by means of two different applications.

Expressive textures : synthetic and video avatars

  • K. Fei
  • Art, Computer Science
  • 2006
The Expressive textures theoretical approach that uses texture manipulation to create facial animation of real and synthetic avatars is presented and the design and implementation of an interactive avatar creation tool that generates avatars using the expressive texture approach is presented.

Computer animation for articulated 3D characters

A review of the computer animation literature, mainly concentrating on articulated characters and at least some degree of interactivity or real time simulation, discusses advances in dierent techniques such as key-frame, motion capture, dynamics, inverse kinematics, controller systems, and even neural networks.

Convocatoria de ayudas de Proyectos de Investigación MEMORIA TÉCNICA PARA PROYECTOS DE LA CONVOCATORIA DE I+D TIPO A ó B

los procesos se considera muy necesaria en proyectos grandes donde se manejan muchos recursos físicos y lógicos.



Virtual actors living in a real world

This paper presents techniques and tools for creating and animating virtual actors in real scenes and case studies like the virtual actress Marilyn walking with real people on a real street or sitting down on areal chair.

Participant, User-Guided and Autonomous Actors in the Virtual Life Network VLNET

VLNET is a shared virtual life network with virtual humans that provides a natural interface forcollaborative working that can provide a powerful mechanism for networked CSCW systems, by its nature ofphasizing the presence of the users in the virtual environment.

A vision-based approach to behavioural animation

An innovative way of animating actors at a high level based on the idea of displacement local automata (DLA), which is similar to the concept of a script for natural language processing, is presented.

Synthetic Vision and Audition for Digital Actors

A simple real time structured sound renderer is presented that is used as audition channel for synthetic and real actors and synchronized sound track generator for video film productions.

The Direction of Synthetic Actors in the Film Rendez-Vous a Montreal

This article describes how the synthetic actors Marilyn Monroe and Humphrey Bogart were directed in the film Rendez-vous a Montreal, using the Human Factory software. Innovative points are

Digital actors for interactive television

The main techniques to create and control these digital actors are summarized and the importance to develop new tools for the control and the autonomy of these actors is emphasized.

Virtual sensors: a key tool for the artificial life of virtual actors

This paper defines formal requirements for true virtual humans, a brief description of the perception action principles, and describes perception-based locomotion, a multisensor based method of automatic grasping and vision-based ball games.

VLNET: A Networked Multimedia 3D Environment with Virtual Humans

A shared virtual life network that supports collaboration of distant users by integrating virtual humans and different media is presented.

The ALIVE system: full-body interaction with autonomous agents

The design and implementation of a novel system, called ALIVE, which allows wireless full-body interaction between a human participant and a rich graphical world inhabited by autonomous agents is discussed.