Computer Animation and Virtual Worlds

Cover image for Vol. 24 Issue 1

January/February 2013

Volume 24, Issue 1

Pages i–ii, 1–83

  1. Issue Information

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Special Issue Papers
    5. Research Articles
    1. ISSUE INFORMATION (pages i–ii)

      Article first published online: 8 FEB 2013 | DOI: 10.1002/cav.1479

  2. Editorial

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Special Issue Papers
    5. Research Articles
    1. You have free access to this content
      Editorial Issue 24.1 (page 1)

      Nadia Magnenat-Thalmann and Daniel Thalmann

      Article first published online: 8 FEB 2013 | DOI: 10.1002/cav.1495

  3. Special Issue Papers

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Special Issue Papers
    5. Research Articles
    1. Procedural locomotion of multilegged characters in dynamic environments (pages 3–15)

      Ahmad Abdul Karim, Thibaut Gaudin, Alexandre Meyer, Axel Buendia and Saida Bouakaz

      Article first published online: 12 JUN 2012 | DOI: 10.1002/cav.1467

      Thumbnail image of graphical abstract

      This paper presents a fully procedural system capable of generating in real time a wide range of locomotion for multilegged characters in a dynamic environment, without using any motion data. The system can animate dozens of creatures using dedicated level of detail techniques and is totally controllable allowing the user to design a multitude of locomotion styles. The result is a complete lower body animation that is sufficient for most of the chosen multilegged characters: arachnids, insects, imaginary n-legged robots, and so on.

    2. Natural path planning using wavelet noise in static environment (pages 17–24)

      Amit Kumar and Aparajita Ojha

      Article first published online: 15 SEP 2012 | DOI: 10.1002/cav.1476

      Thumbnail image of graphical abstract

      We present a novel approach to natural path planning by adding wavelet noise to a path generated using subdivision-based Corridor Map Method. Wavelet noise is almost perfectly band limited and provides good details with minimal aliasing effects; the resulting path becomes smoother and more natural. Moreover, by appropriately choosing the levels of down/up sampling, frequency of wavelet noise can be adjusted. This serves as an effective tool in bringing variations in path as per the requirement.

  4. Research Articles

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Special Issue Papers
    5. Research Articles
    1. vKASS: a surgical procedure simulation system for arthroscopic anterior cruciate ligament reconstruction (pages 25–41)

      Yanzhen Wang, Yueshan Xiong, Kai Xu and Dong Liu

      Article first published online: 2 MAY 2012 | DOI: 10.1002/cav.1434

      Thumbnail image of graphical abstract

      This paper describes a surgery simulation system for the training of arthroscopic anterior cruciate ligament reconstruction. This system provides a complete simulation for the entire surgical procedure and is able to provide real-time realistic graphical and haptic feedback to the user. Feedback from the surgeon trainees shows that this system is very effective in training for both basic surgical skills and the complex surgical procedure.

    2. You have full text access to this OnlineOpen article
      Painterly rendering techniques: a state-of-the-art review of current approaches (pages 43–64)

      Siddharth Hegde, Christos Gatzidis and Feng Tian

      Article first published online: 10 MAY 2012 | DOI: 10.1002/cav.1435

      Thumbnail image of graphical abstract

      In this publication we will look at the different methods presented over the past few decades which attempt to recreate digital paintings. We compare different methods used to produce different output painting styles such as abstract, colour pencil, watercolour, oriental, oil and pastel.

    3. An embodied approach to arthropod animation (pages 65–83)

      Llyr ap Cenydd and Bill Teahan

      Article first published online: 30 MAY 2012 | DOI: 10.1002/cav.1436

      Thumbnail image of graphical abstract

      We describe a kinematic-dynamic hybrid system for simulating the locomotive behaviour of arthropods (insects, spiders and numerous other species) in real-time, facilitating realistic and autonomous traversal within an arbitrary environment. The reactive embodiment of the virtual creatures, combined with the physical simulation of the virtual world enables the formation of emergent behaviours that are entirely based on circumstance, including rigid-body interaction, grip recovery and adaptive wall climbing.

SEARCH

SEARCH BY CITATION