Center for Human Modeling and Simulation

Document Type

Conference Paper

Date of this Version

4-1997

Publication Source

Proceedings of The Fifth Pacific Conference on Computer Graphics and Applications

Start Page

4

Last Page

13

DOI

10.1109/PCCGA.1997.626166

Abstract

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.

Copyright/Permission Statement

© 1997 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.

Share

COinS
 

Date Posted: 13 January 2016

This document has been peer reviewed.