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Combining objects and planning paradigms for human skeleton animation

Identifieur interne : 00B260 ( Main/Exploration ); précédent : 00B259; suivant : 00B261

Combining objects and planning paradigms for human skeleton animation

Auteurs : A. Koukam [France] ; H. Fourar [France]

Source :

RBID : ISTEX:A535FD6EDD1B5EBAC5F572C6FC8E72A30ED5DA06

English descriptors

Abstract

Abstract: Computer animation provides an interesting and exciting approach to the modeling and simulation of human movement and performance. Of the main factors used to classify such animation systems, the assistance that they provide to the animator is of great importance. High-level assistance allows the production of the desired animation from high-level descriptions without a great deal of animator effort. To produce such an animation, the system should incorporate multiple aspects of knowledge about the entities to be animated, and an intelligent process to convert a general description to low-level instructions. This paper presents a modeling approach to the high-level description of human skeleton animation. It introduces the object-oriented paradigms used to model the animation universe, and the planning paradigm employed to define the animation process. A simulation prototype is presented as an illustration of this modeling approach.

Url:
DOI: 10.1016/S0952-1976(98)00034-7


Affiliations:


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Le document en format XML

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