• Computer animation for virtual humans.

      Earnshaw, Rae A.; Magnenat-Thalmann, N.; Terzopoulos, D.; Thalmann, D. (IEEE, 1998)
      Advances in computer animation techniques have spurred increasing levels of realism and movement in virtual characters that closely mimic physical reality. Increases in computational power and control methods enable the creation of 3D virtual humans for real-time interactive applications. Artificial intelligence techniques and autonomous agents give computer-generated characters a life of their own and let them interact with other characters in virtual worlds. Developments and advances in networking and virtual reality (VR) let multiple participants share virtual worlds and interact with applications or each other.
    • Motion Control of Virtual Humans

      Cavazza, M.; Earnshaw, Rae A.; Magnenat-Thalmann, N.; Thalmann, D. (1998)
      The article surveys virtual humans and techniques to control the face and body. It also covers higher level interfaces for direct speech input and issues of real-time control.
    • Sharing Attractions on the Net with VPARK

      Joslin, C.; Molet, T.; Magnenat-Thalmann, N.; Esmarado, J.; Thalmann, D.; Palmer, Ian J.; Chilton, Nicholas; Earnshaw, Rae A. (2001)
      The authors present the Virtual Park (or VPark) system. This includes a networked virtual environment (NVE) system, called W-VLNET (Windows Virtual Life Network) and an Attraction Building System that creates and modifies attractions used in the NVE system. This article details the techniques for communication, scene management, facial and body animation, and general user interaction modules. The authors used VRML97 and MPEG-4 SHNC to stress the compatibility of the system with other similar virtual reality systems. The software provides realistic virtual actors as well as sets of applicable high-level actions in real time. Using this software, users can introduce their own scenario-based applications into a shared virtual environment.