Nadia Magnenat‐thalmann
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Computer Graphics
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Computer Science
Nadia Magnenat‐thalmann's Degrees
- PhD Computer Science University of Geneva
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(Suggest an Edit or Addition)Nadia Magnenat‐thalmann's Published Works
Number of citations in a given year to any of this author's works
Total number of citations to an author for the works they published in a given year. This highlights publication of the most important work(s) by the author
Published Works
- Time-aware point-of-interest recommendation (2013) (724)
- Collision Detection for Deformable Objects (2004) (612)
- Joint-dependent local deformations for hand animation and object grasping (1989) (530)
- Versatile and efficient techniques for simulating cloth and other deformable objects (1995) (401)
- A global human walking model with real-time kinematic personification (1990) (390)
- Simulation of Facial Muscle Actions Based on Rational Free Form Deformations (1992) (346)
- Dressing animated synthetic actors with complex deformable clothes (1992) (334)
- Simulation of object and human skin formations in a grasping task (1989) (294)
- A survey of mobile and wireless technologies for augmented reality systems (2008) (280)
- Exploiting Spatial-Temporal Relationships for 3D Pose Estimation via Graph Convolutional Networks (2019) (241)
- Computer animation - theory and practice (1985) (235)
- Who, where, when and what: discover spatio-temporal topics for twitter users (2013) (232)
- A vision-based approach to behavioural animation (1990) (226)
- Fast head modeling for animation (2000) (211)
- An automatic modeling of human bodies from sizing parameters (2003) (209)
- Generic personality and emotion simulation for conversational agents (2004) (202)
- Fall Detection Based on Body Part Tracking Using a Depth Camera (2015) (201)
- Made-to-Measure Technologies for an Online Clothing Store (2003) (199)
- The Direction of Synthetic Actors in the Film Rendez-Vous a Montreal (1987) (197)
- Modeling Dynamic Hair as a Continuum (2001) (194)
- From early virtual garment simulation to interactive fashion design (2005) (193)
- Preface (2019) (190)
- Navigation for digital actors based on synthetic vision, memory, and learning (1995) (183)
- Dirichlet free-form deformations and their application to hand simulation (1997) (181)
- Efficient Self-Collision Detection on Smoothly Discretized Surface Animations using Geometrical Shape Regularity (1994) (176)
- Comparing efficiency of integration methods for cloth simulation (2001) (172)
- Implementing fast cloth simulation with collision response (2000) (167)
- Mixing virtual and real scenes in the site of ancient Pompeii (2005) (164)
- Computer Animation (1990) (164)
- Real-Time Animation of Realistic Virtual Humans (1998) (161)
- A computational skin model: fold and wrinkle formation (2002) (158)
- Boundary-Aware Feature Propagation for Scene Segmentation (2019) (157)
- Generating Animatable 3D Virtual Humans from Photographs (2000) (156)
- Assessment of Congruence and Impingement of the Hip Joint in Professional Ballet Dancers (2011) (154)
- A simple approach to nonlinear tensile stiffness for accurate cloth simulation (2009) (151)
- A Model for Personality and Emotion Simulation (2003) (150)
- An Integrated System for Modeling, Animating and Rendering Hair (1993) (147)
- An example-based approach to human body manipulation (2004) (133)
- Virtual Human Representation and Communication in VLNet (1997) (133)
- Nonverbal communication interface for collaborative virtual environments (1999) (130)
- Handbook of Virtual Humans (2004) (127)
- Simulation of Skin Aging and Wrinkles with Cosmetics Insight (2000) (124)
- Virtual clothing - theory and practice (2000) (124)
- The HUMANOID Environment for Interactive Animation of Multiple Deformable Human Characters (1995) (123)
- Complex models for animating synthetic actors (1991) (122)
- Avatars in Networked Virtual Environments (1999) (122)
- Real‐time Animation of Dressed Virtual Humans (2002) (119)
- VHD++ development framework: towards extendible, component based VR/AR simulation engine featuring advanced virtual character technologies (2003) (119)
- Abstract muscle action procedures for human face animation (1988) (118)
- Musculoskeletal MRI segmentation using multi-resolution simplex meshes with medial representations (2010) (115)
- SMILE: A Multilayered Facial Animation System (1991) (112)
- MRI Bone Segmentation Using Deformable Models and Shape Priors (2008) (111)
- Correlation of clinical and magnetic resonance imaging findings in hips of elite female ballet dancers. (2013) (110)
- Mixed Reality and Gamification for Cultural Heritage (2017) (109)
- Robust statistical shape models for MRI bone segmentation in presence of small field of view (2011) (109)
- Cloth Animation with Self-Collision Detection (1991) (107)
- Animating wrinkles on clothes (1999) (106)
- Making Them Remember—Emotional Virtual Characters with Memory (2009) (105)
- From early draping to haute couture models: 20 years of research (2005) (103)
- Accurate Garment Prototyping and Simulation (2005) (102)
- The COVEN Project: Exploring Applicative, Technical, and Usage Dimensions of Collaborative Virtual Environments (1999) (102)
- Anyone for Tennis? (1999) (101)
- A body and Garment Creation Method for an Internet Based Virtual Fitting Room. (2002) (99)
- An evolving system for simulating clothes on virtual actors (1996) (96)
- Immersive VR decision training: telling interactive stories featuring advanced virtual human simulation technologies (2003) (94)
- Resolving surface collisions through intersection contour minimization (2006) (92)
- Automatic modeling of virtual humans and body clothing (2004) (91)
- Simulating wrinkles and skin aging (1999) (91)
- Anatomical Modelling of the Musculoskeletal System from MRI (2006) (91)
- Personalised real-time idle motion synthesis (2004) (89)
- Accurate collision response on polygonal meshes (2000) (86)
- Extreme hip motion in professional ballet dancers: dynamic and morphological evaluation based on magnetic resonance imaging (2013) (84)
- Virtual humans: thirty years of research, what next? (2005) (84)
- Intelligent virtual humans with autonomy and personality: State-of-the-art (2007) (84)
- Visyllable Based Speech Animation (2003) (83)
- Artificial Life and VirtualReality (1994) (81)
- Enhancing naive bayes with various smoothing methods for short text classification (2012) (80)
- Modelling and Motion Capture Techniques for Virtual Environments (1998) (79)
- An ontology of virtual humans: incorporating semantics into human shapes (2006) (78)
- A data-driven approach for real-time clothes simulation (2004) (77)
- MPEG-4 compatible faces from orthogonal photos (1999) (77)
- A Multi-sensor Approach for Grasping and 3D Interaction (1995) (77)
- A dynamic wrinkle model in facial animation and skin ageing (1995) (76)
- Learning Progressive Joint Propagation for Human Motion Prediction (2020) (76)
- Information Systems in Small Business: Are They Used in Managerial Decisions? (1982) (75)
- Human-Like Behavior Generation Based on Head-Arms Model for Robot Tracking External Targets and Body Parts (2015) (75)
- The Use of High-Level 3-D Graphical Types in the Mira Animation System (1983) (75)
- State-of-the-art in Computer Animation (1989) (75)
- Synthetic actors in computer-generated 3D films (1990) (75)
- Principal components of expressive speech animation (2001) (74)
- A taxonomy of visualization strategies for cultural heritage applications (2010) (73)
- Feature Point Based Mesh Deformation Applied to MPEG-4 Facial Animation (2000) (73)
- Believability and Interaction in Virtual Worlds (2005) (72)
- Interactive Hair Styler based on Fluid Flow (2000) (72)
- Head Modeling from Pictures and Morphing in 3D with Image Metamorphosis Based on Triangulation (1998) (70)
- Miranim: An Extensible Director-Oriented System for the Animation of Realistic Images (1985) (70)
- Video game therapy for emotional regulation and impulsivity control in a series of treated cases with bulimia nervosa. (2013) (69)
- MRI-based assessment of hip joint translations. (2009) (68)
- New trends in animation and visualization (1991) (66)
- Face to virtual face (1998) (66)
- Motion Control of Virtual Humans (1998) (66)
- A Flexible Architecture for Virtual Humans in Networked Collaborative Virtual Environments (1997) (64)
- Avatar Markup Language (2002) (64)
- Simple linear bending stiffness in particle systems (2006) (63)
- Collaborative virtual environments: from birth to standardization (2004) (63)
- Simulation of static and dynamic wrinkles of skin (1996) (61)
- Surface from Scattered Points: A Brief Survey of Recent Developments (2005) (60)
- Haptics in virtual reality and multimedia (2006) (58)
- Synthesizing animatable body models with parameterized shape modifications (2003) (57)
- Subjective Fabric Evaluation (2007) (57)
- Automatic 3D cloning and real-time animation of a human face (1997) (56)
- Image Synthesis Theory and Practice (1988) (53)
- Parameterized Human Body Model for Real-Time Applications (2007) (52)
- An ontology of virtual humans (2007) (52)
- Implicit midpoint integration and adaptive damping for efficient cloth simulation (2005) (51)
- Modeling of bodies and clothes for virtual environments (2004) (51)
- Goal-oriented design and correction of articulated figure motion with the TRACK system (1994) (51)
- VHD: a system for directing real-time virtual actors (1999) (50)
- Automatic face cloning and animation using real-time facial feature tracking and speech acquisition (2001) (50)
- Facial deformations for MPEG-4 (1998) (50)
- Building long-term relationships with virtual and robotic characters: the role of remembering (2011) (49)
- Virtual Worlds and Augmented Reality in Cultural Heritage Applications (2005) (48)
- Human body deformations using joint-dependent local operators and finite-element theory (1991) (47)
- From Physics-based Simulation to the Touching of Textiles: The HAPTEX Project (2007) (47)
- An object-oriented methodology using dynamic variables for animation and scientific visualization (1990) (44)
- Visualization of Woven Cloth (2003) (44)
- New Trends in Computer Graphics (1988) (44)
- MPEG-4 based animation with face feature tracking (1999) (44)
- The facial and subjective emotional reaction in response to a video game designed to train emotional regulation (Playmancer). (2012) (44)
- Presence and interaction in mixed reality environments (2007) (44)
- Virtual Clothing (2000) (44)
- Physically-based Wrinkle Simulation & Skin Rendering (1997) (44)
- The SPHERIGON: a simple polygon patch for smoothing quickly your polygonal meshes (1998) (43)
- Continuous body emotion recognition system during theater performances (2016) (43)
- Mobile Augmented Heritage: Enabling Human Life in Ancient Pompeii (2007) (43)
- Sound-Event Classification Using Robust Texture Features for Robot Hearing (2017) (43)
- Design, transformation and animation of human faces (2005) (41)
- Digital actors for interactive television (1995) (41)
- Real-time rendering of woven clothes (2003) (41)
- Modeling of vascular expressions in facial animation (1994) (40)
- From measured physical parameters to the haptic feeling of fabric (2007) (40)
- 3D Interactive Topological Modeling using Visible Human Dataset (1996) (39)
- A user-friendly texture-fitting methodology for virtual humans (1997) (38)
- Virtual humans personified (2002) (38)
- Emotional face expression profiles supported by virtual human ontology (2006) (38)
- Handbook of Virtual Humans: Magnenat-Thalma/Handbook of Virtual Humans (2006) (38)
- AR in Hand: Egocentric Palm Pose Tracking and Gesture Recognition for Augmented Reality Applications (2015) (38)
- Emotional Communication with Virtual Humans (2003) (37)
- Facial feature extraction for quick 3D face modeling (2002) (36)
- Animating complex hairstyles in real-time (2004) (36)
- The Use of Videogames as Complementary Therapeutic Tool for Cognitive Behavioral Therapy in Bulimia Nervosa Patients (2015) (36)
- Towards episodic memory-based long-term affective interaction with a human-like robot (2010) (36)
- Virtual clothes, hair and skin for beautiful top models (1996) (36)
- 3D Web-Based Virtual Try On of Physically Simulated Clothes (2011) (35)
- Mixed Reality, Gamified Presence, and Storytelling for Virtual Museums (2019) (35)
- Cloning and aging in a VR family (1999) (35)
- An interactive tool for the design of human free walking trajectories (1992) (34)
- Lip synchronization using linear predictive analysis (2000) (34)
- LIFEPLUS : Revival of life in ancient Pompeii (2002) (34)
- Motion study of the hip joint in extreme postures (2009) (34)
- Emotional Communicative Body Animation for Multiple Characters (2005) (33)
- Animatable Human Body Model Reconstruction from 3D Scan Data using Templates (2004) (33)
- Two Approaches to Scripting Character Animation (2002) (33)
- REAL-TIME RECREATED CEREMONIES IN VR RESTITUTED CULTURAL HERITAGE SITES (2003) (32)
- Mixing virtual and real scenes in the site of ancient Pompeii: Research Articles (2005) (32)
- Human Motion Capture Data Tailored Transform Coding (2014) (31)
- A general algorithms for 3-D shape interpolation in a facet-based representation (1989) (31)
- Modeling and Simulating Bodies and Garments (2010) (30)
- Neural network-based violinist's hand animation (2000) (30)
- DESIGNING MPEG-4 FACIAL ANIMATION TABLES FOR WEB APPLICATIONS (2001) (30)
- Trends in networked collaborative virtual environments (2003) (30)
- Sparse Low-Rank Matrix Approximation for Data Compression (2015) (30)
- Techniques for cloth animation (1991) (30)
- Sketch-based garment design with quad meshes (2013) (30)
- Compressing 3-D Human Motions via Keyframe-Based Geometry Videos (2015) (29)
- Computer Animation for Virtual Humans (1998) (29)
- The Making of a 3D-Printed, Cable-Driven, Single-Model, Lightweight Humanoid Robotic Hand (2017) (29)
- Real-time photo realistic simulation of complex heritage edifices (2001) (29)
- Bone motion analysis from dynamic MRI: acquisition and tracking. (2005) (29)
- A Highly Efficient Compression Framework for Time-Varying 3-D Facial Expressions (2014) (29)
- Simulation of Clothes for Real-time Applications (2004) (28)
- Accurate simulation of hip joint range of motion (2002) (28)
- User Interface for Fashion Design (1993) (28)
- Real Time Animation and Illumination in Ancient Roman Sites (2007) (28)
- Virtual-Try-On on the Web (2001) (28)
- E-TAILOR: Integration of 3D Scanners, CAD and Virtual-Try-on Technologies for Online Retailing of Made-to-Measure Garments (2003) (27)
- A Generalized Stereotypical Trust Model (2012) (27)
- Reputation mechanism for e-commerce in virtual reality environments (2014) (27)
- A trust model stemmed from the diffusion theory for opinion evaluation (2013) (27)
- Emerging Web Graphics Standards and Technologies (2003) (27)
- Hip joint modeling for the control of the joint center and the range of motions (2003) (27)
- 3D Hand Pose Estimation Using Synthetic Data and Weakly Labeled RGB Images (2020) (26)
- Musculoskeletal Simulation Model Generation from MRI Data Sets and Motion Capture Data (2009) (26)
- Tools for populating cultural heritage environments with interactive virtual humans, open digital cultural heritage systems (2008) (26)
- Automatic modeling of animatable virtual humans - a survey (2003) (26)
- Learning How to Dance Using a Web 3D Platform (2007) (26)
- Facial Position and Expression-Based Human–Computer Interface for Persons With Tetraplegia (2016) (26)
- From MRI to anatomical simulation of the hip joint (2009) (25)
- Non-verbal speech analysis of interviews with schizophrenic patients (2016) (24)
- Three-Dimensional Computer Animation: More an Evolution Than a Motion Problem (1985) (24)
- Real-time animation of complex hairstyles (2006) (24)
- Virtual Humans in Serious Games (2009) (24)
- Bone Motion Analysis from Dynamic MRI: Acquisition and Tracking (2004) (24)
- Topological modeling of human anatomy using medical data (1995) (24)
- Stable real-time interaction between virtual humans and real scenes (2003) (23)
- An Indexed Bibliography on Computer Animation (1985) (23)
- Arm movement speed assessment via a Kinect camera: A preliminary study in healthy subjects (2014) (23)
- An immersive multi-agent system for interactive applications (2013) (22)
- Multiple foreground recognition and cosegmentation: An object-oriented CRF model with robust higher-order potentials (2014) (22)
- An EEG-based Evaluation for Comparing the Sense of Presence between Virtual and Physical Environments (2018) (22)
- Example-guided anthropometric human body modeling (2015) (22)
- Interactive Scenario Immersion: Health Emergency Decision Training in JUST Project (2002) (22)
- Animation Control with Dynamics (1989) (22)
- Significant facet retrieval for real-time 3D sound rendering in complex virtual environments (2003) (22)
- Physical simulation of wet clothing for virtual humans (2012) (22)
- Immersive vehicle simulators for prototyping, training and ergonomics (2003) (22)
- Deformable Models in Medical Image Segmentation (2014) (22)
- Fall detection based on skeleton extraction (2012) (22)
- LoD management on animating face models (2000) (21)
- GENESIS: generation of E-population based on statistical information (2002) (21)
- Interactive Modelling of MPEG-4 Deformable Human Body Models (2000) (21)
- Virtual Humans for Representing Participants in Immersive Virtual Environments (1995) (21)
- Skeleton-aware size variations in digital mannequins (2011) (21)
- MULTIMODAL ANIMATION SYSTEM BASED ON THE MPEG-4 STANDARD (1999) (21)
- Design and implementation of abstract graphical data types (1979) (21)
- Context Aware Human-Robot and Human-Agent Interaction (2015) (21)
- Hair simulation model for real-time environments (2009) (21)
- Welcome to the year 2016 (2015) (21)
- Explicit and Implicit Emotional Expression in Bulimia Nervosa in the Acute State and after Recovery (2014) (20)
- Believable virtual environment : sensory and perceptual believability (2004) (20)
- A GPU framework for parallel segmentation of volumetric images using discrete deformable models (2010) (20)
- Applying Affect Recognition in Serious Games: The PlayMancer Project (2009) (20)
- Skin aging estimation by facial simulation (1999) (20)
- Assessing the emotional impact of virtual reality-based teacher training (2019) (20)
- Modelling Multi-Party Interactions among Virtual Characters, Robots, and Humans (2014) (20)
- A graphical pascal extension based on graphical types (1981) (20)
- SARC: subjectivity alignment for reputation computation (2012) (20)
- Sharing Attractions on the Net with VPark (2001) (20)
- The simulation of cloth using accurate physical parameters (2008) (20)
- Toward socially responsible agents: integrating attachment and learning in emotional decision‐making (2013) (19)
- Salsa dance learning evaluation and motion analysis in gamified virtual reality environment (2020) (19)
- Modelling Facial Communication Between an Animator and a Synthetic Actor in Real Time (1993) (19)
- Human motion capture data recovery via trajectory-based sparse representation (2013) (19)
- Scalable and Compact Representation for Motion Capture Data Using Tensor Decomposition (2014) (19)
- Construction of a human topological model from medical data (2000) (19)
- Prediction of Negative Symptoms of Schizophrenia from Emotion Related Low-Level Speech Signals (2018) (19)
- Stop-and-go cloth draping (2007) (19)
- Human free-walking model for a real-time interactive design of gaits (1990) (18)
- Adaptation of facial and body animation for MPEG-based architectures (2003) (18)
- Simulation of Facial Skin using Texture Mapping and Coloration (1993) (18)
- Deformable Surfaces using Physically Based Particle Systems (1995) (18)
- Fast Facial Animation Design for Emotional Virtual Humans (2005) (18)
- Motion capture and visualization of the hip joint with dynamic MRI and optical systems (2004) (18)
- Welcome to the year 2020 (2020) (18)
- Subjectivity grouping: learning from users' rating behavior (2014) (18)
- Imparting Individuality to Virtual Humans (2002) (18)
- Adaptation of virtual human animation and representation for MPEG (2004) (17)
- Stable and Fast Fluid–Solid Coupling for Incompressible SPH (2015) (17)
- The making of the Xian terra-cotta soldiers (1995) (17)
- Virtual Life Network: A Body-Centered Networked Virtual Environment (1997) (17)
- A Virtual Reality System for the Training of Volunteers Involved in Health Emergency Situations (2003) (17)
- Synthetic faces: Analysis and applications (2003) (17)
- Designing a virtual environment for teacher training: Enhancing presence and empathy (2018) (17)
- Progressive surface reconstruction for heart mapping procedure (2012) (17)
- Social Robots and Virtual Humans as Assistive Tools for Improving Our Quality of Life (2014) (16)
- Nadine Humanoid Social Robotics Platform (2019) (16)
- From 2D Photos of Yourself to Virtual Try-on Dress on the Web (2001) (16)
- Computer-Generated Images (1985) (16)
- Device-based decision-making for adaptation of three-dimensional content (2006) (16)
- Construction and Animation of a Synthetic Actress (1988) (16)
- 3D Clothes Modeling from Photo Cloned Human Body (2000) (15)
- Category hierarchy maintenance: a data-driven approach (2012) (15)
- Advanced Topics in Virtual Garment Simulation (2007) (15)
- Subactor Data Types as Hierarchical Procedural Models for Computer Animation (1985) (15)
- Special Cinematographic Effects with Virtual Movie Cameras (1986) (15)
- Artificial Intelligence in Three‐Dimensional Computer Animation (1986) (15)
- Consistent Grasping in Virtual Environments based on the Interactive Grasping Automata (1995) (15)
- Real-Time Speed Detection of Hand Gesture using Kinect (2012) (15)
- An integrated platform for hip joint osteoarthritis analysis: design, implementation and results (2010) (15)
- Welcome to the year 2019 (2019) (15)
- Increasing the feeling of social presence by incorporating realistic interactions in multi-party VR (2018) (15)
- Recent Advances in the 3D Physiological Human (2009) (15)
- A context-aware adaptive rendering system for user-centric pervasive computing environments (2010) (15)
- Interactive Virtual Humans in Real-Time Virtual Environments (2006) (14)
- Integrating deformations between bodies and clothes (2001) (14)
- Animating virtual actors in real environments (1997) (14)
- A Procedural Thread Texture Model (2003) (14)
- An Interactive Mixed Reality Framework for Virtual Humans (2006) (14)
- Personalized face and speech communication over the Internet (2001) (14)
- Motion adaptation based on character shape (2008) (14)
- Modeling of contact deformations between a synthetic human and its environment (1991) (13)
- A User Study of a Humanoid Robot as a Social Mediator for Two-Person Conversations (2020) (13)
- Emotional face expression profiles supported by virtual human ontology: Research Articles (2006) (13)
- Scattering-based interactive hair rendering (2005) (13)
- Communicating with Autonomous Virtual Humans (2000) (13)
- The Use of Finite Element Theory for Simulating Object and Human Body Deformations and Contacts (1989) (13)
- A versatile navigation interface for virtual humans in collaborative virtual environments (1997) (13)
- Chloe@University: an indoor, mobile mixed reality guidance system (2007) (13)
- Communicating with Virtual Worlds (1993) (13)
- Knowledge-based extraction of control skeletons for animation (2007) (13)
- An evaluation of spatial presence, social presence, and interactions with various 3D displays (2016) (13)
- REAL-TIME VISUALIZATION OF WOVEN TEXTILES (2003) (12)
- Time-Dependent Illumination and Animation of Virtual Hagia-Sophia (2007) (12)
- Realistic Emotional Gaze and Head Behavior Generation Based on Arousal and Dominance Factors (2010) (12)
- Object-Level Image Segmentation Using Low Level Cues (2013) (12)
- Automatic 3D garment positioning based on surface metric (2017) (12)
- Proceedings of the 18th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry (2008) (12)
- Multiple Human Identification and Cosegmentation: A Human-Oriented CRF Approach With Poselets (2016) (12)
- A simple footskate removal method for virtual reality applications (2007) (12)
- Simulating Virtual Humans in Networked Virtual Environments (2001) (12)
- Modelling Life Through Time: Cultural Heritage Case Studies (2017) (12)
- Autonomous actors in networked collaborative virtual environments (1998) (12)
- Prediction of Negative Symptoms of Schizophrenia from Objective Linguistic, Acoustic and Non-verbal Conversational Cues (2018) (12)
- An Indexed Bibliography on Image Synthesis (1987) (12)
- Tracking and fusion for multiparty interaction with a virtual character and a social robot (2014) (12)
- MIRA-Shading: A Structured Language for the Synthesis and the Animation of Realistic Images (1985) (12)
- Real-time animation of ancient Roman sites (2006) (12)
- Humanoid co-workers: How is it like to work with a robot? (2019) (11)
- Computer Graphics International 2001 (2001) (11)
- Implicit midpoint integration and adaptive damping for efficient cloth simulation: Collision Detection and Deformable Objects (2005) (11)
- Multimedia application to the simulation of human musculoskeletal system: A visual lower limb model from multimodal captured data (2008) (11)
- Real-Time Feedback System for Monitoring and Facilitating Discussions (2012) (11)
- Realistic Virtual Humans for Cultural Heritage Applications (2021) (11)
- Modeling Personality, Mood, and Emotions (2016) (11)
- Low-latency compression of mocap data using learned spatial decorrelation transform (2015) (11)
- Data-driven approaches to digital human modeling (2004) (11)
- Autonomous virtual humans and social robots in telepresence (2014) (11)
- Adaptation mechanism for three dimensional content within the MPEG-21 framework (2004) (11)
- Welcome to the year 2015 (2014) (11)
- Towards Automatic Character Skeletonization and Interactive Skin Deformation (2007) (11)
- Rapid development of distributed applications using high-level communication support (2011) (11)
- Believability and Presence in Mobile Mixed Reality Environments (2005) (11)
- MPEG-4 FAP Animation Applied to Humanoid Robot Head (2010) (11)
- Virtual Hip Joint: from Computer Graphics to Computer-Assisted Diagnosis (2009) (11)
- Assessment and prediction of negative symptoms of schizophrenia from RGB+D movement signals (2017) (11)
- Avenues of research in dynamic clothing (2002) (11)
- Computer Animation and Simulation ’99 (1999) (11)
- New Trends in Computer Graphics: Proceedings of Cg International 88 (1988) (10)
- Synthetic and hybrid imaging in the HUMANOID and VIDAS projects (1996) (10)
- Advanced real-time collaboration over the internet (2000) (10)
- Practical Precomputed Radiance Transfer for Mixed Reality (2005) (10)
- Real‐Time Subspace Integration for Example‐Based Elastic Material (2015) (10)
- Multi-resolution meshes for multiple target, single content adaptation within the MPEG-21 framework (2004) (10)
- A Model for Creating and Visualizing Speech and Emotion (1992) (10)
- GRAFEDIT: An interactive general-purpose graphics editor (1982) (10)
- Customization and fabrication of the appearance for humanoid robot (2016) (10)
- Simulating Life in Ancient Sites Using Mixed Reality Technology (2004) (10)
- Multimodal and Multi-party Social Interactions (2016) (10)
- Rate-Distortion Model Based Bit Allocation for 3-D Facial Compression Using Geometry Video (2013) (10)
- Generating a population of animated faces from pictures (1999) (10)
- Interaction with 3-D Objects (2004) (10)
- Assessment of cartilage contact pressure and loading in the hip joint during split posture (2016) (10)
- A virtual 3D mobile guide in the INTERMEDIA project (2008) (10)
- An integrated system for modeling (1993) (10)
- Computer Vision, Imaging and Computer Graphics Theory and Applications (2016) (9)
- Sharing VLNET worlds on the Web (1997) (9)
- Virtual body morphing (2001) (9)
- Optimized Framework for Real Time Hair Simulation (2006) (9)
- Liver of the “visible man” (1997) (9)
- Modelling the Physiological Human, 3D Physiological Human Workshop, 3DPH 2009, Zermatt, Switzerland, November 29 - December 2, 2009. Proceedings (2009) (9)
- Interactive rendering of optical effects in wet hair (2007) (9)
- Can we get there from here? (panel): current challenges in cloth design, modeling and animation (1997) (9)
- Real Face Communication in a Virtual World (1998) (9)
- Real-time sociometrics from audio-visual features for two-person dialogs (2015) (9)
- An Integrated Control View of Synthetic Actors (1989) (9)
- PCMD: personality‐characterized mood dynamics model toward personalized virtual characters (2015) (9)
- Controlling evolution and motion using the CINEMIRA-2 animation sublanguage (1986) (9)
- Real-Time Comprehensive Sociometrics for Two-Person Dialogs (2013) (9)
- Motion analysis and classification of salsa dance using music-related motion features (2018) (9)
- Modelling socially intelligent virtual humans (2009) (9)
- 3D Multiscale Physiological Human (2014) (9)
- Sizing avatars from skin weights (2009) (9)
- Collaborative telemedicine for interactive multiuser segmentation of volumetric medical images (2010) (9)
- Haptic sensing of virtual textiles (2008) (9)
- Generating unified model for dressed virtual humans (2005) (9)
- The Integration of Particle and Polygon Rendering using an A-buffer Algorithm (1986) (9)
- Assistive social robots for people with special needs (2014) (8)
- Hierarchical structures for collision checking between virtual characters (2014) (8)
- Sensitivity of hip tissues contact evaluation to the methods used for estimating the hip joint center of rotation (2012) (8)
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