1 Innovations in Virtual Humans

This Chapter presents the main concepts of Virtual Humans. After a brief introduction, it gives a survey of the history of Virtual Humans starting from the earlier models of the sixties. Then, the modeling of human bodies is explained as well as the way body deformations can be handled. A large Section is dedicated to the animation of the skeleton with a description of main motion control methods like motion capture, parametric key-frame animation, or inverse kinematics. Motion retargeting, locomotion, and grasping techniques are also explained in details. Facial animation is presented in a specific Section as the methods are well different from the methods used for the body. A Section on autonomous characters describes properties like emotions, memory, or motivations. Finally, the last Section presents the main challenges when animating crowds.

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