Daniel Thalmann | Nanyang Technological University (original) (raw)
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Papers by Daniel Thalmann
Computer Graphics Forum, 1992
International 2005 Computer Graphics, 2005
International Conference in Central Europe on Computer Graphics and Visualization, 2005
This paper presents a novel method of employing "smart objects" for problem solving in ... more This paper presents a novel method of employing "smart objects" for problem solving in virtual environments. Smart objects were primarily used for behavioral animation in the past. The paper demonstrates how to use them for AI and planning purposes as well. We formally define which operations can be performed on a smart object in terms of their requirements and their
We extend a recent approach for the position control of the center of mass for any tree-structure... more We extend a recent approach for the position control of the center of mass for any tree-structured articulated figure in a multiple support context. Our approach fits into existing high level interfaces of behavioral control of human figures; it brings the necessary realism for static positioning according to the mass distribution of the figure. The single support case is first
In this paper, we present a case study using a spreadsheet-like interface for exploring biomedica... more In this paper, we present a case study using a spreadsheet-like interface for exploring biomedical datasets generated by a biomechanical model of the hip. The case we analyze here is an osteotomy corrective surgery that reorients the femoral body in relation to the femoral neck, somewhat like the intertrochanteric osteotomy described by Imhäuser (2). That is a procedure recommended by
Surgery Simulation and Soft Tissue Modeling, 2000
Realistic mechanical models of biological soft-tissues are a key issue to allow the implementatio... more Realistic mechanical models of biological soft-tissues are a key issue to allow the implementation of reliable systems to aid on orthopedic diagnosis and surgery planning. We are working on a model of articulations based on deformation of connective tissues. In th e pres ent work we present several experiments towards the parameterization of a computer soft-tissues model from the elastic
Pacific Conference on Computer Graphics and Applications, 1994
A model is described to simulate expressive wrinkles in 3D facial animation and skin aging. A pla... more A model is described to simulate expressive wrinkles in 3D facial animation and skin aging. A plastic-visco-elastic skin surface is defined that can slide over an underlying layer. This layer constrains the skin surface by the spring force that simulates the connective fat tissue between skin and muscles. Muscle masks are constructed to characterize the muscular contractions that offer the
Implicit surfaces have received increased attention in the design and animation of 3D objects, si... more Implicit surfaces have received increased attention in the design and animation of 3D objects, since they posses some useful advantages over the traditional parametric surfaces. However, interactive design of such surfaces generally suffers from the relatively slow display speed and lack of efficient control facilities. This paper experiments the combination of the implicit surface technique and spline technique, in order
... 10:30 12:15 Part 2: Christophe Hery, Hiromi Ono, Douglas Sutton, Industrial Light and Magic... more ... 10:30 12:15 Part 2: Christophe Hery, Hiromi Ono, Douglas Sutton, Industrial Light and Magic ...Fluid mechanics (Stam, 99; Witting, 99) Hybrid systems: physical forces (flow fluids, goals) and procedural rules (flocking behaviours). ... Fluid actions => Motion control method ...
Proceedings Computer Graphics International 2003, 2003
The range of Inverse Kinematics has been extended by integrating the mass distribution informatio... more The range of Inverse Kinematics has been extended by integrating the mass distribution information to embody the control of the position of the center of gravity of any articulated figure in single support (open tree structure). The underlying control architecture of main and secondary behaviors (or tasks) is used to associate the position control of the center of gravity with
Computers & Graphics, 1996
This paper presents a human walking model built from experimental data based on a wide range ofno... more This paper presents a human walking model built from experimental data based on a wide range ofnormalized velocities. The model is structured in two levels. At a first level, global spatial and temporalcharacteristics (normalized length and step duration) are generated. At the second level, a set ofparameterized trajectories produce both the position of the body in the space and the
this paper we consider only a 3D hierarchical representation of the human skeleton where internal... more this paper we consider only a 3D hierarchical representation of the human skeleton where internal jointsare only rotations also called anatomical rotations. The main problem becomes the conversion ofmagnetic sensor data into the rotation parameters of the 3D hierarchy. These rotations traditionally resultfrom the sequential combination of joint angles (i.e. an Euler sequence). However, our methodology isindependent of a particular
Virtual Reality Software and Technology, 2008
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '97, 1997
Computer Graphics Forum, 1992
International 2005 Computer Graphics, 2005
International Conference in Central Europe on Computer Graphics and Visualization, 2005
This paper presents a novel method of employing "smart objects" for problem solving in ... more This paper presents a novel method of employing "smart objects" for problem solving in virtual environments. Smart objects were primarily used for behavioral animation in the past. The paper demonstrates how to use them for AI and planning purposes as well. We formally define which operations can be performed on a smart object in terms of their requirements and their
We extend a recent approach for the position control of the center of mass for any tree-structure... more We extend a recent approach for the position control of the center of mass for any tree-structured articulated figure in a multiple support context. Our approach fits into existing high level interfaces of behavioral control of human figures; it brings the necessary realism for static positioning according to the mass distribution of the figure. The single support case is first
In this paper, we present a case study using a spreadsheet-like interface for exploring biomedica... more In this paper, we present a case study using a spreadsheet-like interface for exploring biomedical datasets generated by a biomechanical model of the hip. The case we analyze here is an osteotomy corrective surgery that reorients the femoral body in relation to the femoral neck, somewhat like the intertrochanteric osteotomy described by Imhäuser (2). That is a procedure recommended by
Surgery Simulation and Soft Tissue Modeling, 2000
Realistic mechanical models of biological soft-tissues are a key issue to allow the implementatio... more Realistic mechanical models of biological soft-tissues are a key issue to allow the implementation of reliable systems to aid on orthopedic diagnosis and surgery planning. We are working on a model of articulations based on deformation of connective tissues. In th e pres ent work we present several experiments towards the parameterization of a computer soft-tissues model from the elastic
Pacific Conference on Computer Graphics and Applications, 1994
A model is described to simulate expressive wrinkles in 3D facial animation and skin aging. A pla... more A model is described to simulate expressive wrinkles in 3D facial animation and skin aging. A plastic-visco-elastic skin surface is defined that can slide over an underlying layer. This layer constrains the skin surface by the spring force that simulates the connective fat tissue between skin and muscles. Muscle masks are constructed to characterize the muscular contractions that offer the
Implicit surfaces have received increased attention in the design and animation of 3D objects, si... more Implicit surfaces have received increased attention in the design and animation of 3D objects, since they posses some useful advantages over the traditional parametric surfaces. However, interactive design of such surfaces generally suffers from the relatively slow display speed and lack of efficient control facilities. This paper experiments the combination of the implicit surface technique and spline technique, in order
... 10:30 12:15 Part 2: Christophe Hery, Hiromi Ono, Douglas Sutton, Industrial Light and Magic... more ... 10:30 12:15 Part 2: Christophe Hery, Hiromi Ono, Douglas Sutton, Industrial Light and Magic ...Fluid mechanics (Stam, 99; Witting, 99) Hybrid systems: physical forces (flow fluids, goals) and procedural rules (flocking behaviours). ... Fluid actions => Motion control method ...
Proceedings Computer Graphics International 2003, 2003
The range of Inverse Kinematics has been extended by integrating the mass distribution informatio... more The range of Inverse Kinematics has been extended by integrating the mass distribution information to embody the control of the position of the center of gravity of any articulated figure in single support (open tree structure). The underlying control architecture of main and secondary behaviors (or tasks) is used to associate the position control of the center of gravity with
Computers & Graphics, 1996
This paper presents a human walking model built from experimental data based on a wide range ofno... more This paper presents a human walking model built from experimental data based on a wide range ofnormalized velocities. The model is structured in two levels. At a first level, global spatial and temporalcharacteristics (normalized length and step duration) are generated. At the second level, a set ofparameterized trajectories produce both the position of the body in the space and the
this paper we consider only a 3D hierarchical representation of the human skeleton where internal... more this paper we consider only a 3D hierarchical representation of the human skeleton where internal jointsare only rotations also called anatomical rotations. The main problem becomes the conversion ofmagnetic sensor data into the rotation parameters of the 3D hierarchy. These rotations traditionally resultfrom the sequential combination of joint angles (i.e. an Euler sequence). However, our methodology isindependent of a particular
Virtual Reality Software and Technology, 2008
Proceedings of the ACM symposium on Virtual reality software and technology - VRST '97, 1997