Computer Animation and Virtual Worlds

Cover image for Vol. 26 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: 0.422

ISI Journal Citation Reports © Ranking: 2013: 97/105 (Computer Science Software Engineering)

Online ISSN: 1546-427X


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  1. Research Articles

    1. A hybrid SDF for the detailed representation of liquid–solid mixed surfaces

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

      Article first published online: 8 MAY 2015 | DOI: 10.1002/cav.1663

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      We propose a novel method to reconstruct detailed surfaces of a model changing from solid state to liquid state by constructing a hybrid signed distance field combining level-set values from the solid part and the liquid part of the object. A concept of guiding shape is also introduced with coordinates warping technique to query the level-set values quickly.

    2. Perceptual validity in animation of human motion

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

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

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      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.

    3. Reconstructing 3D human models with a Kinect

      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

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      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.

    4. Interactive digital graffiti canvas system

      Yong Sun Kim, Yongwan Kim and Ki-Hong Kim

      Article first published online: 9 FEB 2015 | DOI: 10.1002/cav.1633

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      The proposed interactive digital painting system provides a realistic graffiti experience in a virtual environment. Spray painting is simulated in real time with the pressure-sensitive, tracked digital spray can. The system visualizes a stereoscopic representation of the virtual environment by tracking the users' head and extends the viewing zone using an optical see-through head-mounted display.

    5. Efficient tetrahedral mesh generation based on sampling optimization

      Yuanfeng Zhou, Caiming Zhang and Pengbo Bo

      Article first published online: 2 FEB 2015 | DOI: 10.1002/cav.1628

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      We present a heuristic approach to tetrahedral mesh generation for implicit closed surfaces. It consists of a surface sampling step and a volume sampling step which both work in a unified optimization framework. Experimental results show that the new method can generate ideal tetrahedral meshes for closed implicit surfaces efficiently.

    6. Extending FABRIK with model constraints

      Andreas Aristidou, Yiorgos Chrysanthou and Joan Lasenby

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

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      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.

    7. Towards more behaviours in crowd simulation

      Samuel Lemercier and Jean-Michel Auberlet

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

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      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.

    8. Mobility impaired users respond differently than healthy users in virtual environments

      Rongkai Guo, Gayani Samaraweera and John Quarles

      Article first published online: 15 DEC 2014 | DOI: 10.1002/cav.1610

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      We conducted this study to understand how mobility impaired persons may respond to virtual environments differently than healthy persons in four different avatar conditions. We found that most physiological and gait differences that exist between the populations in a real environment will persist in a virtual environment. However, the populations may behave differently depending on the fidelity of the avatar.

    9. Vortex particle smoke simulation with an octree data structure

      Zhanpeng Huang, Guanghong Gong and Liang Han

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

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      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.

    10. 3D street art illusions: embedding chalk stylized rendering of 3D objects into a pavement photo

      Der-Lor Way and Cheng-Han Hsieh

      Article first published online: 7 OCT 2014 | DOI: 10.1002/cav.1624

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      User inputs a photo and 3D model. First, a user needs to annotate two pairs of parallel lines in the street image. Then, two vanishing points are estimated for recovering the camera's position. The 3D models are rendered using the proposed chalk stylized rendering technique at the same camera position. Finally, the object's non-photorealistic rendered image is embedded into a street photo by using a modified Poisson blending approach.

    11. Interconnecting distributed virtual worlds using Metabots: performance evaluation against the traditional client-server model

      Theodore Kotsilieris, George T. Karetsos, Ioannis Anagnostopoulos and Nikoletta A. Dimopoulou

      Article first published online: 30 SEP 2014 | DOI: 10.1002/cav.1623

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      Virtual Worlds evolution is breaking the barriers of virtual isolation, whereas mobile agents have been established as a solid programming method for heterogeneous networking and computing environments. This article proposes a distributed Virtual World reference platform for enhanced users' experience. The concept of Metabot is used to demonstrate the convergence of software agents' characteristics with 3D World avatar attributes, and a relevant implementation scheme is presented along with experimental results that prove the performance enhancements achieved.

    12. Position-based rigid-body dynamics

      Crispin Deul, Patrick Charrier and Jan Bender

      Article first published online: 5 SEP 2014 | DOI: 10.1002/cav.1614

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      We propose a stable position-based approach for large-scale simulations of rigid bodies at interactive frame rates. Our method solves positional constraints between rigid bodies and can therefore be seamlessly integrated into other position-based methods. Moreover, our approach supports the interaction of particles and rigid bodies by using common constraints, which allows for a two-way coupling with deformables.

    13. Combining inverse blending and Jacobian-based inverse kinematics to improve accuracy in human motion generation

      Liang Zhang and Guido Brunnett

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

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      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.

    14. Corruptible social agents

      J. Octavio Gutierrez-Garcia and Luis-Felipe Rodríguez

      Article first published online: 5 SEP 2014 | DOI: 10.1002/cav.1613

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      A belief-desire-intention framework for modeling corruptible social agents supported by (i) the functional event calculus and (ii) a fuzzy logic system for belief update is proposed. Results obtained from agent-based simulations show that (i) the bribery rate increases as more external entities attempt to bribe agents and (ii) the more anti-corruption factors agents believe to be true, the less prone to perpetrate acts of corruption.

    15. 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.

    16. 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.

    17. 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.


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