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Computer Animation and Virtual Worlds
John Wiley & Sons, Inc.
 
   
 
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  1-9 of 9 reviews Date Reviewed 
  State-of-the-art improvements and applications of position based dynamics
Fang J., You L., Chaudhry E., Zhang J. Computer Animation and Virtual Worlds 34(5): 2023.  Type: Article

The physically plausible simulation of objects is an active area of research in computer graphics. It is used in movies and video games and to simulate phenomena that would be expensive to do in a laboratory. In the traditional simulation method, ...

Feb 12 2024
  Modelling selective visual attention for autonomous virtual characters
Kokkinara E., Oyekoya O., Steed A. Computer Animation and Virtual Worlds 22(4): 361-369, 2011.  Type: Article

Creating a movie, computer game, or virtual reality scenario with convincing human-like characters poses a number of challenges, among them the appearance and the behavior of autonomous virtual characters (AVCs). In movies and scripted...

Oct 30 2017
  Generation of augmented video sequences combining behavioral animation and multi-object tracking
Baiget P., Fernández C., Roca X., Gonzàlez J. Computer Animation and Virtual Worlds 20(4): 473-489, 2009.  Type: Article

Sometimes, the ability to analyze something also gives us the ability to synthesize it, and vice versa. Baiget et al. work under the assumption that this is true for modeling three-dimensional animated virtual agents (often referred to...

Feb 25 2010
  Bar-net driven skinning for character animation
Zhang J., Yang X., Zhao Y. Computer Animation and Virtual Worlds 18(4-5): 437-446, 2007.  Type: Article

Bar-network driven deformation is most commonly used in structural engineering. The most important property of bar-network deformation is that it can reach an equilibrium state when external and internal force balance; this is an intui...

Jun 9 2008
  Effects of information layout, screen size, and field of view on user performance in information-rich virtual environments: research articles
Polys N., Kim S., Bowman D. Computer Animation and Virtual Worlds 18(1): 19-38, 2007.  Type: Article

Most information designers have few problems attaching text labels and other secondary information to graphic objects rendered in two-dimensional (2D) format. The real challenge appears when such information needs to be associated with...

Feb 1 2008
  A unified particle model for fluid–solid interactions
Solenthaler B., Schläfli J., Pajarola R. Computer Animation and Virtual Worlds 18(1): 69-82, 2007.  Type: Article

In recent years, fluid simulation has become a hot topic in computer graphics. Several physically based methods have been proposed. Using these methods, amorphous phenomena, such as smoke, fire, clouds, and liquids, can be modeled and ...

Nov 29 2007
  Real-time simulation of watery paint: natural phenomena and special effects
Van Laerhoven T., Van Reeth F. Computer Animation and Virtual Worlds 16(3-4): 429-439, 2005.  Type: Article

In this paper, the authors provide details on the design of a new physically based system that allows for images to be created in real-time with thin, watery paint. The authors’ goal was to design a system that runs in real-t...

Apr 26 2006
  Silhouette-based motion capture for interactive VR-systems including a rear projection screen: motion capture and retrieval
Thüring S., Herwig J., Schmitt A. Computer Animation and Virtual Worlds 16(3-4): 245-257, 2005.  Type: Article

The authors describe a camera-based tracking system for immersive displays where users are interacting with a virtual environment in front of a projection screen....

Apr 25 2006
  Time-critical animation of deformable solids: collision detection and deformable objects
Dequidt J., Marchal D., Grisoni L. Computer Animation and Virtual Worlds 16(3-4): 177-187, 2005.  Type: Article

Collision detection and the physically based modeling of deformable objects have been extensively researched. These processes need to be carried out in real time for interactive applications. To ensure real-time rates throughout the si...

Apr 19 2006
 
 
 
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