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Avatar Physics and Genetics

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Part of the book series: Lecture Notes in Computer Science ((LNAI,volume 1834))

Abstract

A technology for creating avatars (virtual humans), and the principles behind its design are described. Avatars in this system are generated entirely through computer programming. Variation is enabled through the specification of hundreds of parameters, which are treated within a genetic paradigm. Animated motion is achieved through a combination of forward dynamics and parametric motion control algorithms. This paper demonstrates how the design of a virtual human can be achieved through simulation based on natural laws, such as in physics and biology.

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References

  1. Badler, N., Barsky, B., Zeltzer, D. Making Them Move. Morgan Kaufmann, 1991.

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  2. Hodgins, Jessica. Simulating Human Motion, web site: http://www.cc.gatech.edu/gvu/animation/Areas/humanMotion/humanMotion.html, Graphics, Visualization, and Usability Center, Georgia Institute of Technology, (3/2000)

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  5. Thalmann, Nadia, and Moccozet, Laurent. Virtual Humans on Stage. In Virtual Worlds (ed. Jean-Claude Heudin). Perseus Books, 1998. (pages 95–125)

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  6. Ventrella, J. Disney Meets Darwin-An Evolutionary-based Interface for Exploration and Design of Expressive Animated Behavior. MIT Master’s Thesis. MIT Press, 1994

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  7. Ventrella, Jeffrey. Darwin Pond, artificial life software, 1997. http://www.ventrella.com

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© 2000 Springer-Verlag Berlin Heidelberg

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Ventrella, J. (2000). Avatar Physics and Genetics. In: Heudin, JC. (eds) Virtual Worlds. VW 2000. Lecture Notes in Computer Science(), vol 1834. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45016-5_11

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  • DOI: https://doi.org/10.1007/3-540-45016-5_11

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-67707-9

  • Online ISBN: 978-3-540-45016-0

  • eBook Packages: Springer Book Archive

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