In this paper, we present an analytic-iterative Inverse Kinematics (IK) method, called Sequential lK (SIK), that reconstructs 3D human full-body movements in real time. The input data for the reconstruction is the least possible (i.e., the positions of wri ...
In this work, we propose new ways to employ 3D-ranging systems in advanced human-computer interfaces and show that they can be used for precise hand-tracking systems aiming at virtual keyboard or mouse applications. We first implement a Structured Light (S ...
We present a non-rigid registration technique that achieves spatial, photometric, and visibility accuracy. It lets us photo-realistically augment 3D deformable surfaces under complex illumination conditions and in spite of severe occlusions. There are many ...
Motion capture data is now widely available to create realistic character animation. However, it is difficult to reuse without any additional information. For this reason, annotating motion data with kinematic constraints is a clever step to ease further o ...
Virtual environments need virtual humans that are capable of interacting with objects around them. Existing virtual environments have not found satisfactory general solutions for this problem. The common method is to combine pre-designed (or motion capture ...
Convincingly animating virtual humans has become of great interest in many fields since recent years. In computer games for example, virtual humans often are the main characters. Failing to realistically animate them may wreck all previous efforts made to ...