Computer Animation and Virtual Worlds

Cover image for Vol. 27 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: 0.548

ISI Journal Citation Reports © Ranking: 2015: 88/106 (Computer Science Software Engineering)

Online ISSN: 1546-427X


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  1. Special Issue Papers

    1. Anticipatory balance control and dimension reduction

      Amir H. Rabbani, Michiel van de Panne and Paul G. Kry

      Version of Record online: 13 JUL 2016 | DOI: 10.1002/cav.1726

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      Learned center-of-mass reference trajectories enable anticipatory control for a variety of tasks, including (from left to right top to bottom): fast changes of pose; punching; catching and lifting; pushing; hitting and pulling.

  2. Research Articles

    1. Simulation and visualization of adapting venation patterns

      Monssef Alsweis, Oliver Deussenn and Jia Liu

      Version of Record online: 24 JUN 2016 | DOI: 10.1002/cav.1723

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      Illustration of visually realistic development system for different leaves type is described by a growth function relative elementary growth rate that reacts to hormone (Auxin) sources embedded in the leaf blade.

    2. Image-based embroidery modeling and rendering

      Dele Cui, Yun Sheng and Guixu Zhang

      Version of Record online: 8 JUN 2016 | DOI: 10.1002/cav.1725

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      This paper presents an image-based embroidery rendering method, which combines stroke-based rendering techniques with the Phong lighting model to generate picturesque images with embroidery style. We build a 3D stitch model and derive some most commonly used stitch patterns from it. Then we segment the input image into regions, calculate region-wise parameters to apply single or multiple layers of stitches onto the specific regions and render them under a virtual light source to create the effects of lighting and shading.

    3. Essential techniques for laparoscopic surgery simulation

      Kun Qian, Junxuan Bai, Xiaosong Yang, Junjun Pan and Jianjun Zhang

      Version of Record online: 2 JUN 2016 | DOI: 10.1002/cav.1724

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      In this paper, we proposed a set of tailored key technologies for laparoscopic surgery simulation, ranging from the simulation of soft tissues with different properties, the interactions between surgical tools and soft tissues, and the rendering of complex anatomical environment.

    4. Determining personality traits of racing game players using the open racing car simulator: toward believable virtual drivers

      Andre Possani-Espinosa, J. Octavio Gutierrez-Garcia and Isaac Vargas Gordillo

      Version of Record online: 26 MAY 2016 | DOI: 10.1002/cav.1722

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      A decision tree methodology for profiling players based on their goal-oriented driving behaviors is proposed. Data collected from 125 players about their driving behaviors and personality traits give insights into how personality traits should model the behavior of believable virtual drivers.

    5. Realistic modeling of porous materials

      Rodrigo Baravalle, Leonardo Scandolo, Claudio Delrieux, Cristian García Bauza and Elmar Eisemann

      Version of Record online: 3 MAY 2016 | DOI: 10.1002/cav.1719

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      *We designed a new algorithm for porous geometry generation using dynamical systems and particle systems.*The generated bubbles automatically follow any provided object shape.*It is possible to obtain several materials varying intuitive parameters (bubble's randomness, separation, etc,).

    6. Incorporating particle motion into an ADF for fast coupling of fluids with rigid and deformable solids

      Jong-Hyun Kim, Chang-Hun Kim and Jung Lee

      Version of Record online: 18 APR 2016 | DOI: 10.1002/cav.1689

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      We present a new method for the fast simulation of interactions between fluids and solids by incorporating particle-based water flow into an adaptive signed distance field. In some previous methods, the motion of every water particle is checked when simulating the collision with the solid in the coupling process, and the computational cost becomes very great as the number of particles increases. If only the particles on the leaf nodes surrounding the solid are considered, this reduces the computational cost of collision detection, but some collisions may not be detected. This may lead to the “tunneling” artifact, in which particles with high velocities skip across the layer of leaf nodes.

    7. A novel method for automated human behavior segmentation

      Xing Weiwei, Wang Weiqiang, Bao Peng, Sun Liya and Tong Leiming

      Version of Record online: 12 APR 2016 | DOI: 10.1002/cav.1690

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      Firstly, posture histogram is proposed to characterize behavioral features. Then, we open up a novel way to tune sliding window by studying steady states of human behaviors, so that conspicuous and stable behavioral features can be obtained in the extracted subsequences. Finally, by analyzing the clustering property of posture histograms of the subsequences, the behavior segmentation problem is simplified to the detection of outlier subsequence.

  3. Special Issue Papers

    1. Multi-group motion planning in virtual environments

      Erion Plaku, Sara Rashidian and Stefan Edelkamp

      Version of Record online: 9 FEB 2016 | DOI: 10.1002/cav.1688

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      Towards enhancing automation, this paper proposes an approach for multi-group motion planning, where the objective is to compute a collision-free and dynamically feasible trajectory that reaches at least one goal from each group. The approach is based on a hybrid search which uses generalized traveling salesman tours over a roadmap to guide the sampling-based expansion of a motion tree. The approach works in conjunction with physics-based game engines to provide an increased level of realism.

  4. Research Articles

    1. A scalable geometrical model for musculotendon units

      Francis Laclé and Nicolas Pronost

      Version of Record online: 21 DEC 2015 | DOI: 10.1002/cav.1684

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      This paper focuses on combining, by a controllable enhancement process, a functional and biomechanical model of musculotendon units with its high resolution geometrical counterpart. The method was developed in order to be invariant to spatial and polygonal configurations, and to be scalable in both longitudinal and latitudinal directions.

    2. Segmentation-based skinning

      Jorge Eduardo Ramírez Flores and Antonio Susín Sánchez

      Version of Record online: 21 DEC 2015 | DOI: 10.1002/cav.1687

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      In this paper, we propose an approach based on mesh segmentation for skinning and skeleton-driven animation. Our method is based in watershed segmentation to deal with characters in T-Pose and arbitrary poses; the segmentation is the core algorithm of our method; we use it to develop a simple weight that assigns the LBS deformation method and a modified version of the LBS that avoids the loss of volume (candy-wrapper artifact) in twist rotations.

    3. Interactive light source position estimation for augmented reality with an RGB-D camera

      Bastiaan J. Boom, Sergio Orts-Escolano, Xin X. Ning, Steven McDonagh, Peter Sandilands and Robert B. Fisher

      Version of Record online: 8 DEC 2015 | DOI: 10.1002/cav.1686

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      A synthetic object (dragon, right) that is rendered into a real-world scene recorded with the RGB-D sensor, where the illumination and rendered shadow of the synthetic object are similar to the scene based on an estimated light source position determined using only the intensity image and depth information.

    4. A PDE-based head visualization method with CT data

      Congkun Chen, Yun Sheng, Fang Li, Guixu Zhang and Hassan Ugail

      Version of Record online: 30 NOV 2015 | DOI: 10.1002/cav.1683

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      A partial differential equation (PDE)-based head visualization framework, in which we integrate both head surface reconstruction and volume rendering, is proposed in this paper. Taking advantage of the PDE method, which needs a small amount of boundary conditions, only a small number of head slices are used in our framework; thus, the PDE-based method can be efficient.

    5. Predictive compression of animated 3D models by optimized weighted blending of key-frames

      Mohammadali Hajizadeh and Hossein Ebrahimnezhad

      Version of Record online: 26 NOV 2015 | DOI: 10.1002/cav.1685

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      We propose a key-frame-based technique for three-dimensional dynamic mesh compression. By linear combination of the key-frames using blending weights, we predict the vertex locations of the other frames. We present a novel method in order to compute the optimum blending weights, which allows prediction of vertex locations for non-key frames with the minimum number of key-frames. The residual prediction errors are finally quantized and encoded.

    6. Modeling flocks with perceptual agents from a dynamicist perspective

      Angel Zaldivar Pino, Manuel Gonzalez Bedia and Francisco José Serón Arbeloa

      Version of Record online: 26 AUG 2015 | DOI: 10.1002/cav.1676

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      In this paper, the main proposition assumes that the agent does not need a full model or to make inferences before taking actions; rather, the information necessary for any action can be derived from the environment with simple computations and very little internal state. The agents are endowed with a sensing device, an oscillator network as controller, and actuators to interact with the environment. The parameter values are defined in an evolutionary process depending on the task to be performed.

    7. Topology-aware moving least square deformation for 2D characters

      Xun Wang, Wenwu Yang, Wangbin Kou, Bailin Yang and Guozheng Wang

      Version of Record online: 24 AUG 2015 | DOI: 10.1002/cav.1675

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      This paper presents a 2D MLS deformation method that takes into account the topology of the shape. The method allows the user to control shape deformation using either sets of points or line segments and is able to generate visually pleasing results where the possible distortion is effectively avoided. In addition, an area-preserving variant of the MLS deformation is proposed. This approach is simple and effective and is suitable for the editing of the incompressible objects.

    8. Assessing similarity models for human-motion retrieval applications

      Jakub Valcik, Jan Sedmidubsky and Pavel Zezula

      Version of Record online: 24 AUG 2015 | DOI: 10.1002/cav.1674

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      Processing motion capture data requires an effective similarity model to extract suitable motion features along with their comparison method. However, it is hard to define the most appropriate model for the specific application. We try to solve this problem by proposing a generic framework (HAMMER) that assesses candidate similarity models on the basis of ground-truth data provided for the specific application.

    9. Character motion synthesis by principal component analysis and motion control interface by hands

      Masaki Oshita, Hayato Oshima, Yuta Senju and Syun Morishige

      Version of Record online: 11 AUG 2015 | DOI: 10.1002/cav.1673

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      We propose an interactive character motion control interface that uses hands. We applied principal component analysis to a set of sample poses and assigned the extracted principal components to each degree of freedom of the hands (such as the hand positions and finger bending/extending angles). The user can control the blending weights of the principal components and deform the character's pose by moving their hands and bending/extending their fingers for altering the standing pose and performing various actions with deformations.

  5. Special Issue Papers

    1. Interest-driven avatar neighbor-organizing for P2P transmission in distributed virtual worlds

      Mingfei Wang, Jinyuan Jia, Ning Xie and Chenxi Zhang

      Version of Record online: 28 JUL 2015 | DOI: 10.1002/cav.1670

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      This paper proposes a dynamic node-organizing mechanism that aims to solve neighbor table churning and frequent message exchanging in scene data transmission. We use an interest similarity-measuring algorithm to construct node clusters based on an avatar's behavioral characteristics and measure the cluster stability in terms of interest entropy, so as to maintain a stable neighbor mesh for each node. The experimental results show that our proposed mechanism enables us to improve the transmission efficiency significantly in distributed virtual environments.

  6. Research Articles

    1. Fast accessing Web3D contents using lightweight progressive meshes

      Laixiang Wen, Ning Xie and Jinyuan Jia

      Version of Record online: 4 JUL 2015 | DOI: 10.1002/cav.1672

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      This paper proposes a similarity-aware data reduction method together with progressive meshes, called lightweight progressive meshes (LPM). LPM aims to excavate similar components in a 3D model, generates progressive meshes representation of each component left after removing redundant components, and organizes all the processed data using a structure called lightweight scene graph. Using LPM, the transmission of Web3D contents could be lightweight and progressive so that it is efficient and effective under limited bandwidth, especially when delivering large models.

    2. Graph-cut based interactive image segmentation with randomized texton searching

      Wei Ma, Yu Zhang, Luwei Yang and Lijuan Duan

      Version of Record online: 20 JUN 2015 | DOI: 10.1002/cav.1671

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      A graph-cut-based interactive image-segmentation method is presented in this paper. It integrates texture constraints with color and gradient constraints in the framework of graph cut. In this method, a random texton-searching algorithm is presented to find representative textons for pixels. The textons are then used for construction of the texture constraints. Experimental results show that the proposed method outperforms state-of-the-art methods, especially in segmenting textured images.


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