Balanced Virtual Humans Interacting with their Environment
Antoine Rennuit (IRCCyN), Alain Micaelli (CEA/LIST), Xavier Merlhiot, (CEA/LIST), Claude Andriot (CEA/LIST), Fran\c{c}ois Guillaume, Nicolas, Chevassus, Damien Chablat (IRCCyN), Patrick Chedmail (IRCCyN)

TL;DR
This paper addresses the challenges in animating and controlling virtual humans efficiently for engineering applications, aiming to reduce the time and improve adaptability in virtual prototyping.
Contribution
It proposes a novel approach to create balanced virtual humans that interact with their environment, streamlining animation and control processes for engineering use.
Findings
Reduced animation and control time for virtual humans
Enhanced adaptability of virtual characters in virtual prototyping
Improved interaction realism with environment
Abstract
The animation of human avatars seems very successful; the computer graphics industry shows outstanding results in films everyday, the game industry achieves exploits... Nevertheless, the animation and control processes of such manikins are very painful. It takes days to a specialist to build such animated sequences, and it is not adaptive to any type of modifications. Our main purpose is the virtual human for engineering, especially virtual prototyping. As for this domain of activity, such amounts of time are prohibitive.
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Taxonomy
TopicsHuman Motion and Animation · Human Pose and Action Recognition · Social Robot Interaction and HRI
