Computer Animation and Virtual Worlds

Cover image for Vol. 25 Issue 1

January/February 2014

Volume 25, Issue 1

Pages i–ii, 1–97

  1. Issue Information

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Research Articles
    1. You have free access to this content
      ISSUE INFORMATION (pages i–ii)

      Version of Record online: 22 JAN 2014 | DOI: 10.1002/cav.1550

  2. Editorial

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Research Articles
    1. You have free access to this content
      Editorial Issue 25.1 (page 1)

      Nadia Magnenat-Thalmann and Daniel Thalmann

      Version of Record online: 22 JAN 2014 | DOI: 10.1002/cav.1570

  3. Research Articles

    1. Top of page
    2. Issue Information
    3. Editorial
    4. Research Articles
    1. Fast, automatic character animation pipelines (pages 3–16)

      Andrew Feng, Yazhou Huang, Yuyu Xu and Ari Shapiro

      Version of Record online: 2 DEC 2013 | DOI: 10.1002/cav.1560

      Thumbnail image of graphical abstract

      We demonstrate a pipeline where humanoid three-dimensional (3D) models can be incorporated within seconds into an animation system and infused with a wide range of capabilities, including movement, object manipulation, gazing and so forth. We present a method of automatically registering a 3D skeleton and a fast retargeting algorithm. We believe that such a system can increase the use of 3D interactive character due to the ease at which characters can be incorporated into a simulation then animated.

    2. Using probabilistic roadmaps in changing environments (pages 17–31)

      Mika T. Rantanen and Martti Juhola

      Version of Record online: 18 JUN 2013 | DOI: 10.1002/cav.1528

      Thumbnail image of graphical abstract

      We examine how a path planning problem can be solved in changing environments using probabilistic roadmap planners. We experimentally test three different methods that are used to decide which edges are added to the roadmap graph to connect the nodes. One of these is a distance-based method, which we present in this paper.

    3. Restoration of traditional Chinese shadow play-Piying art from tangible interaction (pages 33–43)

      Yan Shi, Fangtian Ying, Xuan Chen, Zhigeng Pan and Jinhui Yu

      Version of Record online: 31 JUL 2013 | DOI: 10.1002/cav.1530

      Thumbnail image of graphical abstract

      Chinese shadow play-Piying art is the world intangible cultural heritage and also the pioneer of modern films. This research is focused to preserve the essence of Piying, including the free control of movement, the impromptu interaction between artists and audiences, and the spontaneous expression of emotions. We are transforming the traditional Piying play into interactive systems, which can be seamlessly performed by ordinary people and bring a strong sense of immersion to the users.

    4. Dual-space ray casting for height field rendering (pages 45–56)

      Jianxin Luo, Guyu Hu and Guiqiang Ni

      Version of Record online: 9 JUL 2013 | DOI: 10.1002/cav.1531

      Thumbnail image of graphical abstract

      Scene snapshots: (a) scene rendered using the Google texture dataset and (b) scene rendered using the National Aeronautics and Space Administration dataset with height field enlarged 10 times.

    5. Flexible editing of human motion by three-way decomposition (pages 57–68)

      Zhiying He, Xiaohui Liang, Jian Wang, Qinping Zhao and Chengyu Guo

      Version of Record online: 9 JUL 2013 | DOI: 10.1002/cav.1534

      Thumbnail image of graphical abstract

      Figure caption: (left) Content editing. Given a walking motion of an unknown actor (left top), we can generate a running motion for the same actor (left bottom). (middle) Style editing. Given an unknown actor's motion with one walking style (middle top), we can generate other walking styles for the same actor (middle bottom). (right) Identity editing. Given an actor's motion with an unknown walking style (right top), we can transfer the style to other actors (right bottom).

    6. On multiuser perspectives in passive stereographic virtual environments (pages 69–81)

      Paolo Tripicchio, Claudio Loconsole, Andrea Piarulli, Emanuele Ruffaldi, Franco Tecchia and Massimo Bergamasco

      Version of Record online: 15 JUL 2013 | DOI: 10.1002/cav.1535

      Thumbnail image of graphical abstract

      This paper presents a study on existing point of view (PoV) calculation approaches in the display of passive stereo images in an immersive multiuser system. We investigate which of the presented methods provide the best performances in terms of projection realism, optical comfort and overall system usability. The performances have been evaluated for three different “distance” scenarios to take into account also the effects of binocular disparity in the PoV calculation.

    7. AA-FVDM: An accident-avoidance full velocity difference model for animating realistic street-level traffic in rural scenes (pages 83–97)

      Xuequan Lu, Wenzhi Chen, Mingliang Xu, Zonghui Wang, Zhigang Deng and Yangdong Ye

      Version of Record online: 19 JUL 2013 | DOI: 10.1002/cav.1540

      Thumbnail image of graphical abstract

      We present a novel agent-based approach called accident-avoidance full velocity difference model (AA-FVDM) to simulate realistic street-level rural traffics, on the basis of the existing FVDM. We also design a novel scheme to animate the lane-changing process. Through numerous simulations, we demonstrate that besides addressing a previously unaddressed real-world traffic problem, our AA-FVDM method efficiently simulates large-scale realistic traffic flows. We validate our method using real traffic data, and the results show that our method measurably outperforms state-of-the-art traffic simulation methods.

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