MPEG-4 Facial Animation

MPEG-4 Facial Animation

Author: Igor S. Pandzic

Publisher: John Wiley & Sons

Published: 2003-01-31

Total Pages: 328

ISBN-13: 0470854618

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Provides several examples of applications using the MPEG-4 Facial Animation standard, including video and speech analysis. Covers the implementation of the standard on both the encoding and decoding side. Contributors includes individuals instrumental in the standardization process.


Data-Driven 3D Facial Animation

Data-Driven 3D Facial Animation

Author: Zhigang Deng

Publisher: Springer Science & Business Media

Published: 2008

Total Pages: 303

ISBN-13: 1846289068

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Data-Driven 3D Facial Animation systematically describes the important techniques developed over the last ten years or so. Comprehensive in scope, the book provides an up-to-date reference source for those working in the facial animation field.


The MPEG-4 Book

The MPEG-4 Book

Author: Fernando C. N. Pereira

Publisher: Prentice Hall Professional

Published: 2002

Total Pages: 890

ISBN-13: 9780130616210

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In this book, two leaders of the MPEG-4 standards community offer an in-depth, targeted guide to the MPEG-4 standard and its use in real, cutting-edge applications. The authors demonstrate how MPEG-4 addresses the rapidly evolving needs of telecommunications, broadcast, interactive, and converged applications more successfully than any previous standard.


Computer Animation and Simulation 2000

Computer Animation and Simulation 2000

Author: N. Magnenat-Thalmann

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 207

ISBN-13: 3709163447

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This volume contains the research papers presented at the Eleventh Eurographics Workshop on Computer Animation and Simulation which took place in Interlaken, Switzerland, August 21-22, 2000. The workshop is an international forum for research in human animation, physically-based modeling, motion control, animation systems, and other key aspects of animation and simulation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 3 members of the international program committee and additional reviewers. Based on the reviews, 14 papers were accepted and the authors were invited to submit a final version for the workshop. We wish to especially thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist. We are grateful to the Eurographics Association and especially to Werner Purgathofer from the Technical University of Vienna, for his support in publishing the workshop as a volume of the Springer-Verlag Eurographics Series. We also thank the Eurographics '2000 organisers, especially David Duce, and Heinrich Miiller from the EG board. We are also very grateful to lerrin Celebi for the organization of the review process and and Josiane Bottarelli for the registration process.


Active Media Technology

Active Media Technology

Author: Jiming Liu

Publisher: Springer

Published: 2003-06-30

Total Pages: 413

ISBN-13: 3540453369

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The past few years have witnessed rapid scienti?c and technological devel- ments in human-centered, seamless computing environments, interfaces, de- ces, and systems with applications ranging from business and communication to entertainment and learning. These developments are collectively best charac- rized as Active Media Technology (AMT), a new area of information technology and computer science that emphasizes the proactive, seamless roles of interfaces and systems as well as new digital media in all aspects of human life. This - lume contains the papers presented at the Sixth International Computer Science Conference: Active Media Technology (AMT 2001), the ?rst conference of its kind, capturing the state of research and development in AMT and the latest architectures, prototypes, tools, and ?elded systems that demonstrate or enable AMT. The volume is organized into the following eight parts: I. Smart Digital - dia; II. Web Personalization; III. Active Interfaces; IV. Autonomous Agent - proaches; V. Facial Image Processing; VI. AMT-Supported Commerce, Business, Learning, and Health Care; VII. Tools and Techniques; and VIII. Algorithms.


Soft Computing and Industry

Soft Computing and Industry

Author: Rajkumar Roy

Publisher: Springer Science & Business Media

Published: 2012-12-06

Total Pages: 862

ISBN-13: 1447101235

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Soft computing embraces various methodologies for the development of intelligent systems that have been successfully applied to a large number of real-world problems. Soft Computing in Industry contains a collection of papers that were presented at the 6th On-line World Conference on Soft Computing in Industrial Applications that was held in September 2001. It provides a comprehensive overview of recent theoretical developments in soft computing as well as of successful industrial applications. It is divided into seven parts covering material on: keynote papers on various subjects ranging from computing with autopoietic systems to the effects of the Internet on education; intelligent control; classification, clustering and optimization; image and signal processing; agents, multimedia and Internet; theoretical advances; prediction, design and diagnosis. The book is aimed at researchers and professional engineers who develop and apply intelligent systems in computer engineering.


Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment

Author: Zhigeng Pan

Publisher: Springer Science & Business Media

Published: 2008-07-07

Total Pages: 808

ISBN-13: 3540697349

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This book constitutes the refereed proceedings of the Third International Conference on E-learning and Games, Edutainment 2008, held in Nanjing, China, in June 2008. The 83 revised full papers presented together with the abstract of 5 keynote speeches were carefully reviewed and selected from a total of 219 submissions. The papers are organized in topical sections on e-learning platforms and tools, e-learning system for education, application of e-learning systems, e-learning resource management, interaction in game and education, integration of game and education, game design and development, virtual characters, animation and navigation, graphics rendering and digital media, as well as geometric modeling in games and virtual reality.


Advances in Biometrics

Advances in Biometrics

Author: Massimo Tistarelli

Publisher: Springer Science & Business Media

Published: 2009-05-25

Total Pages: 1323

ISBN-13: 3642017924

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This book constitutes the refereed proceedings of the Third International Conference on Biometrics, ICB 2009, held in Alghero, Italy, June 2-5, 2009. The 36 revised full papers and 93 revised poster papers presented were carefully reviewed and selected from 250 submissions. Biometric criteria covered by the papers are assigned to face, speech, fingerprint and palmprint, multibiometrics and security, gait, iris, and other biometrics. In addition there are 4 papers on challenges and competitions that currently are under way, thus presenting an overview on the evaluation of biometrics.


Motion in Games

Motion in Games

Author: Arjan Egges

Publisher: Springer Science & Business Media

Published: 2008-11-19

Total Pages: 265

ISBN-13: 3540892192

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This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.


Motion in Games

Motion in Games

Author: Ronan Boulic

Publisher: Springer

Published: 2010-11-02

Total Pages: 446

ISBN-13: 3642169589

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This book constitutes the proceedings of the Second International Workshop on Motion in Games, held in Utrecht, The Netherlands, in November 2010. The 30 revised full papers presented together with 9 revised poster papers in this volume were carefully reviewed and selected. The papers are organized in topical sections on body simulation, learning movements, body control, motion planning, physically-based character control, crowds and formation, geometry, autonomous characters, navigation, motion synthesis, perception, real-time graphics, and posters.