Computer Animation and Virtual Worlds

Cover image for Vol. 27 Issue 6

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

Featured

  • Animating synthetic dyadic conversations with variations based on context and agent attributes

    Animating synthetic dyadic conversations with variations based on context and agent attributes

    The marketplace scenario.

  • An embodied approach to arthropod animation

    An embodied approach to arthropod animation

    Select frames of a tarantula climbing onto a vertical wall. Green dots show the intersection bounds of the rudimentary sensing mechanism, used to judge the proximity and relative angle of objects in the creature's path.

  • A system for automatic animation of piano performances

    A system for automatic animation of piano performances

    Key poses of finger crossover while playing scales. The first row shows a key frame of the thumb crossing over the middle finger while playing the C-major scale, and the second row shows a key frame of the thumb crossing over the ring finger while playing the D-major scale, both from three perspectives. Note that the ring/middle finger firmly presses down the keys, the fingers avoid collisions with black keys in C-major, the wrist maintains a natural rotation, and the thumb is positioned well on the key to play it after crossing over.

  • Painterly rendering techniques: a state-of-the-art review of current approaches

    Painterly rendering techniques: a state-of-the-art review of current approaches

    A sample input source images (A and A ′ ) along with the target input images (B) with the result output (B ′ ) produced using techniques presented in .

  • Haptic collision handling for simulation of transnasal surgery

    Haptic collision handling for simulation of transnasal surgery

    The endoscope (green) inside the nasal cavity during simulation of transnasal surgery. In the larger image, some interior structures were made visible. The anatomy is complex and challenging for computation of tissue–tool interaction.

  • 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

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Recently Published Articles

  1. Novel fluid detail enhancement based on multi-layer depth regression analysis and FLIP fluid simulation

    Yuxing Qiu, Lipeng Yang, Shuai Li, Qing Xia, Hong Qin and Aimin Hao

    Version of Record online: 13 DEC 2016 | DOI: 10.1002/cav.1741

    Thumbnail image of graphical abstract

    In this paper, a novel integrated method for effective modeling and realistic enhancement of scale-sensitive fluid simulation details is proposed. The core of the method is the organic of multi-layer depth image regression analysis and fluid implicit particle fluid simulation, of which the regression analysis induces the criterion where the fluid details should be produced.

  2. You have free access to this content
    Editorial Issue 27.6 (page 518)

    Nadia Magnenat-Thalmann and Daniel Thalmann

    Version of Record online: 1 DEC 2016 | DOI: 10.1002/cav.1744

  3. A synergy-based control solution for overactuated characters: Application to throwing

    Ana Lucia Cruz Ruiz, Charles Pontonnier, Jonathan Levy and Georges Dumont

    Version of Record online: 24 NOV 2016 | DOI: 10.1002/cav.1743

    Thumbnail image of graphical abstract

    We present a low-dimensional solution for the control of overactuated models in animation, such as musculoskeletal models. Our framework extracts synergies from human subjects and adapts them through a series of optimizations.We apply the framework on throwing motions, and the results show that these motions can be accurately reproduced on a character with a simplified muscular structure, while preserving important characteristics in the original synergies or control signals.

  4. Populating virtual cities using social media

    Abdullah Bulbul and Rozenn Dahyot

    Version of Record online: 24 NOV 2016 | DOI: 10.1002/cav.1742

    Thumbnail image of graphical abstract

    This paper presents a method for automatically populating geo-located virtual cities using the information gathered from social media. We place and orient static agents in a city considering where people look at, which is extracted from the shared visual content in social networks. Additionally, dynamic agents are distributed along the city to reflect the volume of temporal and spatial distribution of social media activity.

  5. The effect of animation controller and avatar on player perceptions

    Aline Normoyle and Sophie Jörg

    Version of Record online: 20 NOV 2016 | DOI: 10.1002/cav.1731

    Thumbnail image of graphical abstract

    Designing controllers for digital games requires making trade-offs between the naturalness of the character's motions and the promptness of the character's response. In a study comparing different controllers, we find that players are most satisfied with their own performance using our controller with the least natural motions, that differences in animation can alter players' enjoyment, that players do not necessarily report increased motion quality in a game even when they do outside of the game, and that the appearance of the avatar model affected the perception of the character.

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