Computer Animation and Virtual Worlds

Cover image for Vol. 25 Issue 3-4

Early View (Online Version of Record published before inclusion in an issue)

Edited By: Nadia Magnenat Thalmann and Daniel Thalmann

Impact Factor: 0.436

ISI Journal Citation Reports © Ranking: 2012: 89/105 (Computer Science Software Engineering)

Online ISSN: 1546-427X


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  1. Research Articles

    1. Predicting audio step feedback for real walking in virtual environments

      Markus Zank, Thomas Nescher and Andreas Kunz

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

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      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. Anticipated velocity based guidance strategy for wheeled mobile evader amidst stationary and moving obstacles in bounded environment

      Amit Kumar and Aparajita Ojha

      Article first published online: 30 JUN 2014 | DOI: 10.1002/cav.1609

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      This work is concerned with a class of pursuit-evasion game problems involving single pursuer and single evader. The environment is bounded and unknown to both players. In addition to this, static and dynamic obstacles are also present in the environment. A novel technique based on anticipated-velocity of the pursuer is proposed for a nonholonomic wheeled mobile evader to navigate and escape from the fast pursuer.

  2. Special Issue Papers

    1. Facetons: face primitives for building 3D architectural models in virtual environments

      Naoki Sasaki, Hsiang-Ting Chen, Daisuke Sakamoto and Takeo Igarashi

      Article first published online: 17 JUN 2014 | DOI: 10.1002/cav.1603

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      We present facetons, geometric modeling primitives designed for building architectural models especially effective for a virtual environment where six degrees of freedom input devices are available. A faceton is an oriented point floating in the air and defines a plane of infinite extent passing through the point. With the simple interaction of faceton, users can easily create 3D architecture models.

  3. Research Articles

    1. Efficient and effective cage generation by region decomposition

      Chuhua Xian, Guiqing Li and Yunhui Xiong

      Article first published online: 28 APR 2014 | DOI: 10.1002/cav.1571

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      Cage generation is important for cage-based deformation in computer animation. To build a proper cage, we use voxelization-based method to decompose the input model into broad and narrow regions and then construct partial cages using different strategies and unite them to get a cage. Experiment results demonstrate that our method is effective, efficient, and robust to model transformation.

    2. Generating a multiplicity of policies for agent steering in crowd simulation

      Cory D. Boatright, Mubbasir Kapadia, Jennie M. Shapira and Norman I. Badler

      Article first published online: 28 APR 2014 | DOI: 10.1002/cav.1572

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      Data from an offline planner is used to feed training samples into a machine learning process. A collection of policies are learned based on this data, creating steering similar to the slower process but capable of running at interactive framerates. Time was reduced from hours to 10 frames per second with orders of magnitude more agents.

    3. A geometric approach to animating thin surface features in smoothed particle hydrodynamics water

      Taekwon Jang and Junyong Noh

      Article first published online: 23 JAN 2014 | DOI: 10.1002/cav.1568

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      Explicit interparticle connections are created among smoothed particle hydrodynamics particles to animating thin surface features.

    4. Parallel-optimizing SPH fluid simulation for realistic VR environments

      Chen Huang, Jian Zhu, Hanqiu Sun and Enhua Wu

      Article first published online: 28 DEC 2013 | DOI: 10.1002/cav.1564

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      The paper presents a fast and parallel framework for fluid simulation and rendering for interactive virtual reality environments, including an efficient activity-based particle property reuse algorithm for large-scale simulation, and a parallel marching cubes based on histogram pyramid technique for fast fluid surface rendering.

  4. Special Issue Papers

    1. 3D shape retrieval using viewpoint information-theoretic measures

      Xavier Bonaventura, Jianwei Guo, Weiliang Meng, Miquel Feixas, Xiaopeng Zhang and Mateu Sbert

      Article first published online: 18 DEC 2013 | DOI: 10.1002/cav.1566

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      We present an information-theoretic framework to compute the shape similarity between 3D polygonal models. Three different methods are introduced to evaluate the shape similarity, and they are respectively based on the L2 distance between information spheres, the earth mover's distance between information histograms and the absolute difference between the mutual information of each model. The performance of these techniques is tested using the Princeton Shape Benchmark database.

  5. Research Articles

    1. Contour-based polygonal ambient occlusion using a single-depth texture

      Sang-Gil Lee and Byeong-Seok Shin

      Article first published online: 18 DEC 2013 | DOI: 10.1002/cav.1567

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      Our method is a new shading approach that uses a depth texture by adding the contour levels and the attenuation by distance. In this method, the contour level is an integer value derived from the depth difference at neighboring texels in the depth texture, with the geometry surrounding a surface point.

    2. You have full text access to this OnlineOpen article
      Physically-based forehead animation including wrinkles

      Mark Warburton and Steve Maddock

      Article first published online: 26 NOV 2013 | DOI: 10.1002/cav.1565

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      A fully physically-based animation approach is presented for efficiently producing realistic-looking animations of facial movement, including expressive wrinkles. Detailed voxel-based models are simulated using a graphics processing unit-based finite element solver. Our flexible approach enables different muscle structures and material parameters to be used, for example, to animate different aged skins.

    3. Analytical solutions for tree-like structure modelling using subdivision surfaces

      Xiaoqiang Zhu, Xiaogang Jin and Lihua You

      Article first published online: 26 NOV 2013 | DOI: 10.1002/cav.1563

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      Skeleton-based tree-like shapes modelling with subdivision surfaces. Closed-form solutions for reverse calculation of the control mesh for Catmull–Clark subdivision.

    4. Streaming 3D deforming surfaces with dynamic resolution control

      Lin Zhang, Fei Dou, Zhong Zhou and Wei Wu

      Article first published online: 26 NOV 2013 | DOI: 10.1002/cav.1562

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      In this paper, we introduce an efficient streaming framework based on a decomposing-reconstruction approach, which allows meshes with multi-resolutions to share the same animation simultaneously in real time. The main contribution in this paper are a receiver-based progressive mesh reconstruction approach and a progressive view-dependent technique for frame rate control, as well as an effective interpolation-based optimization approach. The experimental results show that our approach achieves very efficient performance even when deformations of large 3D models are streamed among remote users.

    5. Evaluation of grounded isometric interface for whole-body navigation in virtual environments

      Bong-gyu Jang and Gerard Jounghyun Kim

      Article first published online: 24 OCT 2013 | DOI: 10.1002/cav.1561

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      Key findings: We present an experimental study indicating that passive whole-body interaction using the isometric grounded interaction device such as the G-Bar can induce a relatively high level of presence and immersion by emulating active force feedback.

    6. Person re-identification with local descriptors across multicameras

      Qiao Huang and Jie Yang

      Article first published online: 11 OCT 2013 | DOI: 10.1002/cav.1556

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      In the topic of person re-identification, robustness against low resolution, occlusion and pose, viewpoint and illumination changes is achieved in a very fast way.

    7. A local adaptive Catmull–Rom to reduce numerical dissipation of semi-Lagrangian advection

      Zhanpeng Huang, Liang Han and Guanghong Gong

      Article first published online: 11 OCT 2013 | DOI: 10.1002/cav.1559

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      The adaptive interpolation clamps undershoots and overshoots selectively to overcome the excessively flattening problem of monotonic Catmull–Rom. The new scheme obtains the same accurate as monotonic Catmull–Rom but conserves the diversity of flow to recover details features of fluid motion. It is easy to integrate to existing fluid simulators.

    8. A faster triangle-to-triangle intersection test algorithm

      Ling-yu Wei

      Article first published online: 11 OCT 2013 | DOI: 10.1002/cav.1558

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      By computing the line segment between a triangle's plane and the other triangle, and dividing cases by the segment's location, the algorithm uses at most 87 operations and 29% less time in detecting triangles' intersection.

    9. Natural preparation behavior synthesis

      Hubert P.H. Shum, Ludovic Hoyet, Edmond S.L. Ho, Taku Komura and Franck Multon

      Article first published online: 10 SEP 2013 | DOI: 10.1002/cav.1546

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      In this paper, we propose a new method to produce preparation behaviors using reinforcement learning and online posture optimization. Our trained controller drives a character to move to a target with the appropriate level of preparation, resulting in a humanlike behavior. We create scenes in which the character realistically moves in a complex environment and interacts with objects, such as crawling under and jumping over obstacles while walking.

    10. Fast animation of debris flow with mixed adaptive grid refinement

      Changbo Wang, Qiang Zhang, Fanlong Kong and Yusheng Gao

      Article first published online: 10 AUG 2013 | DOI: 10.1002/cav.1542

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      A highly effective method of modeling and animating of debris flow with adaptive grid is presented. With the view-dependent adaptive and boundless grids, two-way coupling interaction between flows and environment is modeled. Different dynamic realistic debris flow scenes with enhanced details based on adaptive surface tension are successfully animating at interactive rates.

    11. Euler angles: conversion of arbitrary rotation sequences to specific rotation sequence

      Logah Perumal

      Article first published online: 28 JUN 2013 | DOI: 10.1002/cav.1529

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      A new method is introduced to convert arbitrary rotation sequences to specific rotation sequence of choice, without experiencing gimbal lock phenomena. The new method is later utilized in development of a MATLAB-Simulink program with six-degrees-of-freedom (6DoF) animation block. The program enables the users to alter a missile's projectile path and graphically see kinematics of a missile body in three-dimensional spaces.


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