Computer Animation and Virtual Worlds

Cover image for Vol. 27 Issue 1

January/February 2016

Volume 27, Issue 1

Pages 1–85

  1. Issue information

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

      Article first published online: 3 FEB 2016 | DOI: 10.1002/cav.1677

  2. Research Articles

    1. Top of page
    2. Issue information
    3. Research Articles
    1. Combining inverse blending and Jacobian-based inverse kinematics to improve accuracy in human motion generation (pages 3–13)

      Liang Zhang and Guido Brunnett

      Article first published online: 5 SEP 2014 | DOI: 10.1002/cav.1615

      Thumbnail image of graphical abstract

      We present a hybrid method for motion editing combining motion blending and Jacobian-based IK. A blending-based IK solver is first employed before the result is improved by a Jacobian-based IK solver, and a weight map is introduced to accelerate the searching in the weight space. With the proposed method, user defined constraints are satisfied accurately, and the resulting motions are realistic even when extrapolations are required.

    2. Vortex particle smoke simulation with an octree data structure (pages 14–23)

      Zhanpeng Huang, Guanghong Gong and Liang Han

      Article first published online: 24 NOV 2014 | DOI: 10.1002/cav.1625

      Thumbnail image of graphical abstract

      An octree space partition is employed to subdivide vortex particles into individual groups. According to the inquired position, vortex particles in different groups are accumulated and composed as a single super vortex particle, so that the number of participated vortex particles is greatly decreased to reduce computational cost.

    3. Towards more behaviours in crowd simulation (pages 24–34)

      Samuel Lemercier and Jean-Michel Auberlet

      Article first published online: 2 FEB 2015 | DOI: 10.1002/cav.1629

      Thumbnail image of graphical abstract

      We aim at providing the pedestrian agent the ability to obtain an individual representation of the environment that allows it to adapt its behaviour according to the situation. We base our work on the analysis and interpretation of the environment, which makes the agent decide the behaviour it is going to adopt. We focus on two kinds of behaviours, following and group avoidance behaviours, and on their integration in classical avoidance simulations.

    4. Extending FABRIK with model constraints (pages 35–57)

      Andreas Aristidou, Yiorgos Chrysanthou and Joan Lasenby

      Article first published online: 2 FEB 2015 | DOI: 10.1002/cav.1630

      Thumbnail image of graphical abstract

      This paper addresses the problem of manipulating articulated figures in an interactive and intuitive fashion for the design and control of their posture using the Forward and Backward Reaching Inverse Kinematics algorithm; the algorithm has been extended to support a variation of different joints and has been evaluated on a humanoid model.

    5. Perceptual validity in animation of human motion (pages 58–71)

      S. Ali Etemad, Ali Arya, Avi Parush and Steve DiPaola

      Article first published online: 9 APR 2015 | DOI: 10.1002/cav.1631

      Thumbnail image of graphical abstract

      A paradigm called perceptual validity, composed of four major components, is proposed. The model is concerned with different aspects of the scene such as correct illustration of the stimuli, context, and local/global relations of various visual cues present in human motion. The model is supported by examples from the literature and case studies. The relative significance of the different components of the paradigm is investigated and discussed in detail.

    6. Reconstructing 3D human models with a Kinect (pages 72–85)

      Guang Chen, Jituo Li, Bei Wang, Jiping Zeng, Guodong Lu and Dongliang Zhang

      Article first published online: 10 FEB 2015 | DOI: 10.1002/cav.1632

      Thumbnail image of graphical abstract

      In this paper, we provide a method of reconstructing 3D naked human models for human bodies or dressed humans using the depth images captured by a single Kinect. The depth images from multi-views are part-wisely registered together, and implicit-surface-based de-noising method is put forward for the coarse data. Afterwards, we fit a statistical model to the registered depth image iteratively in order to obtain the reconstructed 3D human model and apply the reconstructed models in virtual try-on systems.

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