Computer Animation and Virtual Worlds
© John Wiley & Sons Ltd
Edited By: Nadia Magnenat Thalmann and Daniel Thalmann
Impact Factor: 0.548
ISI Journal Citation Reports © Ranking: 2015: 88/106 (Computer Science Software Engineering)
Online ISSN: 1546-427X
Animating synthetic dyadic conversations with variations based on context and agent attributes
An embodied approach to arthropod animation
A system for automatic animation of piano performances
Painterly rendering techniques: a state-of-the-art review of current approaches
Haptic collision handling for simulation of transnasal surgery
Recently Published Articles
- A comparative study of k-nearest neighbour techniques in crowd simulation
Jordi L. Vermeulen, Arne Hillebrand and Roland Geraerts
Version of Record online: 21 APR 2017 | DOI: 10.1002/cav.1775
We compare nine different implementations of data structures used to answer k-nearest neighbour queries in the context of crowd simulation. We find that the nanoflann implementation of a k-d tree offers the best performance by far on many different scenarios, processing 100,000 agents in about 35 ms on a fast consumer PC.
- Constructive approach for smoke plume animation using turbulent toroidal vortices
Oyundolgor Khorloo and Enkhbayar Altantsetseg
Version of Record online: 21 APR 2017 | DOI: 10.1002/cav.1772
In this paper, we propose an efficient approach for generating plausible smoke animation at interactive rates. Among a wide range of smoke animation approaches, our proposed approach simulates the behavior of gaseous phenomena such as turbulent smoke from a steam locomotive. The key idea is that vortex flows generated by torus-type smoke primitives are passively advected in a wind field to describe the turbulent flow of smoke.
- ALET: Agents Learning their Environment through Text
J. Timothy Balint and Jan Allbeck
Version of Record online: 21 APR 2017 | DOI: 10.1002/cav.1759
We present Agents Learning their Environment through Text, ALET, in order to connect graphical objects to virtual agent actions. ALET creates these connections through large unstructured text data and natural language knowledge bases. We compare ALET to other generation methods and show that it is able to more accurately differentiate both the meaning of actions and connections between actions and graphical objects.
- High-fidelity iridal light transport simulations at interactive rates
Boris Kravchenko, Gladimir V. G. Baranoski, Tenn Francis Chen, Erik Miranda and Spencer R. Van Leeuwen
Version of Record online: 19 APR 2017 | DOI: 10.1002/cav.1755
First-principles models of light interaction with complex organic materials like the human iris are considered excessively time consuming for rendering and visualization applications requiring interactive rates. In this paper, we propose a strategy to achieve an optimal balance between fidelity and performance in the reproduction of iridal chromatic attributes. We believe that the proposed strategy represents a step toward the real-time and predictive synthesis of high-fidelity iridal images for such applications, and it can be extended to other biological structures.
- MAVE: Maze-based immersive virtual environment for new presence and experience
Jiwon Lee, Kisung Jeong and Jinmo Kim
Version of Record online: 19 APR 2017 | DOI: 10.1002/cav.1756
To provide users with a sense of presence and experience, this study presents a MAze-based immersive Virtual Environment (MAVE). MAVE consists of a new immersive virtual scene based on user-oriented maze terrain authoring system and immersive interaction using a novel portable walking simulator. This study confirms through various technical and statistical experiments that MAVE can lead to new research on immersion enhancement without VR sickness via virtual reality content.