Computer Animation and Virtual Worlds

Cover image for Vol. 26 Issue 6

November/December 2015

Volume 26, Issue 6

Pages i–ii, 537–587

  1. Issue information

    1. Top of page
    2. Issue information
    3. Research Articles
    1. Issue information (pages i–ii)

      Article first published online: 25 NOV 2015 | DOI: 10.1002/cav.1621

  2. Research Articles

    1. Top of page
    2. Issue information
    3. Research Articles
    1. Predicting audio step feedback for real walking in virtual environments (pages 537–547)

      Markus Zank, Thomas Nescher and Andreas Kunz

      Article first published online: 3 JUL 2014 | DOI: 10.1002/cav.1611

      Thumbnail image of graphical abstract

      In order to increase immersion in virtual worlds, we present a novel method for triggering audio step feedback for real walking in virtual environments using accelerometers and gyroscopes attached to a user's feet in combination with a prediction method based on characteristic gait events. In this way, it is possible to trigger the playback of a synthetic step sound at the right time by predicting the correct time for the audio feedback from sensor data.

    2. Interconnecting distributed virtual worlds using Metabots: performance evaluation against the traditional client-server model (pages 549–561)

      Theodore Kotsilieris, George T. Karetsos, Ioannis Anagnostopoulos and Nikoletta A. Dimopoulou

      Article first published online: 30 SEP 2014 | DOI: 10.1002/cav.1623

      Thumbnail image of graphical abstract

      Virtual Worlds evolution is breaking the barriers of virtual isolation, whereas mobile agents have been established as a solid programming method for heterogeneous networking and computing environments. This article proposes a distributed Virtual World reference platform for enhanced users' experience. The concept of Metabot is used to demonstrate the convergence of software agents' characteristics with 3D World avatar attributes, and a relevant implementation scheme is presented along with experimental results that prove the performance enhancements achieved.

    3. 3D street art illusions: embedding chalk stylized rendering of 3D objects into a pavement photo (pages 563–575)

      Der-Lor Way and Cheng-Han Hsieh

      Article first published online: 7 OCT 2014 | DOI: 10.1002/cav.1624

      Thumbnail image of graphical abstract

      User inputs a photo and 3D model. First, a user needs to annotate two pairs of parallel lines in the street image. Then, two vanishing points are estimated for recovering the camera's position. The 3D models are rendered using the proposed chalk stylized rendering technique at the same camera position. Finally, the object's non-photorealistic rendered image is embedded into a street photo by using a modified Poisson blending approach.

    4. Efficient tetrahedral mesh generation based on sampling optimization (pages 577–587)

      Yuanfeng Zhou, Caiming Zhang and Pengbo Bo

      Article first published online: 2 FEB 2015 | DOI: 10.1002/cav.1628

      Thumbnail image of graphical abstract

      We present a heuristic approach to tetrahedral mesh generation for implicit closed surfaces. It consists of a surface sampling step and a volume sampling step which both work in a unified optimization framework. Experimental results show that the new method can generate ideal tetrahedral meshes for closed implicit surfaces efficiently.