Article first published online: 22 FEB 2011
Copyright © 2011 John Wiley & Sons, Ltd.
Computer Animation and Virtual Worlds
Volume 22, Issue 1, page 1, January/February 2011
How to Cite
Magnenat-Thalmann, N. and Thalmann, D. (2011), Editorial. Comp. Anim. Virtual Worlds, 22: 1. doi: 10.1002/cav.388
- Issue published online: 22 FEB 2011
- Article first published online: 22 FEB 2011
In this issue, we present five papers that have been duly revised according to the reviewers of the journal.
In the first paper, proposed by Cihan Halit and Tolga Capin from Bilkent University in Turkey, an automatic approach to extract key frames from a motion capture sequence is proposed. The input sequence is treated as motion curves to obtain a “motion saliency.” With this approach, around 8% of the frames are selected to be key frames for motion capture sequences.
The next paper on feature sensitive deformation for triangular mesh models comes from Shandong University in China. The four co-authors propose a novel surface deformation method based on a feature sensitive (FS) metric. Examples are included to show that the feature sensitive deformation method better preserves mesh details, especially features, than in existing Laplacian methods.
The third paper co-authored by Andreas Alexandros Vasilakis and Ioannis Fudos from the University of Ioannina in Greece proposes a GPU skinning based method based on a refined skeletonization. To avoid the artifacts generated in previous skinning approaches and the associated high training costs, the authors have developed an efficient and robust rigid skinning technique that applies blending patches around joints. To achieve real time animation, they have adapted all steps of their rigid skinning algorithm so that they are performed efficiently on the GPU.
Li and Xu from Huazhong University of Science and Technology have worked on an Efficient Lookup Table Based Camera Pose Estimation for Augmented Reality. Until now, existing camera pose estimation methods for the widely used square marker-based augmented reality (AR) are either highly sensitive to noise or much time consuming, and developers have to work hard to find the proper trade-off between computational speed and quality in mobile AR applications where computational resources are limited. To solve this problem, an efficient lookup table (LUT)-based non-iterative solution is presented in this paper that achieves high stability in the presence of noise.
In the last paper, Ben Basten, Arjan Egges and Roland Geraerts from Utrecht University have worked on the natural locomotion of virtual characters for game applications. They propose to combine path planners and motion graphs but as this solution introduces several problems, the authors have identified two main problems and have proposed concrete solutions.
Nadia Magnenat-Thalmann, co-Editor-in-chief
Daniel Thalmann, co-Editor-in-chief