Deformable avatars are virtual humans that deform themselves during motion. This implies facial deformations, body deformations at joints, and global deformations. Simulating deformable avatars ensures a more realistic simulation of virtual humans. The research requires models for capturing of geometrie and kinematic data, the synthesis of the realistic human shape and motion, the parametrisation and motion retargeting, and several appropriate deformation models. Once a deformable avatar has been created and animated, the researcher must model high-level behavior and introduce agent technology. The book can be divided into 5 subtopics: 1. Motion capture and 3D reconstruction 2. Parametrie motion and retargeting 3. Musc1es and deformation models 4. Facial animation and communication 5. High-level behaviors and autonomous agents Most of the papers were presented during the IFIP workshop "DEFORM '2000" that was held at the University of Geneva in December 2000, followed by "A V AT ARS 2000" held at EPFL, Lausanne. The two workshops were sponsored by the "Troisü!me Cycle Romand d'Informatique" and allowed participants to discuss the state of research in these important areas. x Preface We would like to thank IFIP for its support and Yana Lambert from Kluwer Academic Publishers for her advice. Finally, we are very grateful to Zerrin Celebi, who has prepared the edited version of this book and Dr. Laurent Moccozet for his collaboration.
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Preface. 1. Animated Heads: From 3D Motion Fields to Action Descriptions; J. Neumann, et al. 2. A Muscle-based 3D Parametric Lip Model for Speech- Synchronized Facial Animation; S.A. King, et al. 3. Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation; S. Kshirsagar, et al. 4. A Feature-based Deformable Model for Photo-Realistic Head Modelling; Yong-Jin Liu, et al. 5. Multiresolution Modeling and Interactive Deformation of Large 3D Meshes; J. Vorsatz, H.-P. Seidel. 6. Locally Interpolating Subdivision Surfaces Supporting Free-Form 2D Deformations; J. Claes, et al. 7. Object-Oriented Reformulation and Extension of Implicit Free-Form Deformations; O. Parisy, C. Schlick. 8. Soft Tissue Modeling from 3D Scanned Data; J.-C. Nebel. 9. Contextually Embodied Agents; C. Pelachaud. 10. On Implicit Modelling for Fitting Purposes; R. Plänkers, P. Fua. 11. Interactive Modelling of MPEG-4 Deformable Human Body Models; Hyewon Seo, et al. 12. Efficient Muscle Shape Deformation; A. Aubel, D. Thalmann. 13. Towards the Ultimate Motion Capture Technology; B. Stuart, et al. 14. Delaunay Triangles Model for Image-Based Motion Retargeting; Dong Hoon Lee, Soonn Ki Jung. 15. A Vector-Space Representation of Motion Data for Example-based Motion Synthesis; Ik Soo Lim, D. Thalmann. 16. Parametrization and Range of Motion of the Ball-and-Socket Joint; P. Baerlocher, R. Boulic. 17. Towards Behavioral Consistency in Animated Agents; J.M. Allbeck, N.I. Badler. 18. PECS: AReference Model for Human-Like Agents; C. Urban. 19. Communicative Autonomous Agents; A. Caicedo, et al. 20. Design Issues for Conversational User Interfaces: Animating and Controlling 3D Faces; W. Müller, et al. 21. Constructing Virtual Human Life Simulations; M. Kallmann, et al.
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