Date of this Version
Proceedings of The Fifth Pacific Conference on Computer Graphics and Applications
The last few years have seen great maturation in the computation speed and control methods needed to portray 3D virtual humans suitable for real interactive applications. Various dimensions of real-time virtual humans are considered, such as appearance and movement, autonomous action, and skills such as gesture, attention, and locomotion. A virtual human architecture includes low level motor skills, mid-level PaT-Net parallel finite-state machine controller, and a high level conceptual action representation that can be used to drive virtual humans through complex tasks. This structure offers a deep connection between natural language instructions and animation control.
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Badler, N. I., Bindiganavale, R., Bourne, J. C., Allbeck, J. M., Shi, J., & Palmer, M. S. (1997). Real Time Virtual Humans. Proceedings of The Fifth Pacific Conference on Computer Graphics and Applications, 4-13. http://dx.doi.org/10.1109/PCCGA.1997.626166
Date Posted: 13 January 2016
This document has been peer reviewed.