Revision with unchanged content. The creation of computer-animated human faces is a long-standing and challenging problem since the early 1970s. There are numerous approaches to facial animation, but to this day no general-purpose system exists that solves the problem in a manner satisfying the needs of all practical applications. An obvious approach to achieve generality is the simulation of the inner workings of a real face. The ultimate goal is to have the full range of conformation and expressiveness in the face emerge "naturally" through precise modeling of the anatomical structure and accurate simulation of tissue properties. This has so far only been realized in parts, and no current implementation catches all the intricacies of the human face. This text describes an approach for building and animating virtual head models with anatomical structure, animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Revision with unchanged content. The creation of computer-animated human faces is a long-standing and challenging problem since the early 1970s. There are numerous approaches to facial animation, but to this day no general-purpose system exists that solves the problem in a manner satisfying the needs of all practical applications. An obvious approach to achieve generality is the simulation of the inner workings of a real face. The ultimate goal is to have the full range of conformation and expressiveness in the face emerge "naturally" through precise modeling of the anatomical structure and accurate simulation of tissue properties. This has so far only been realized in parts, and no current implementation catches all the intricacies of the human face. This text describes an approach for building and animating virtual head models with anatomical structure, animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations.
graduated in 1996 with an MSc inComputer Science from the Technische UniversitätBerlin, Germany. Later, he pursued his PhD in the area offacial animation as a member of the computergraphics group at the Max-Planck-Institut fürInformatik in Saarbrücken, Germany. Since heearned his degree in 2003, he has been working asa software engineer in the special effects andvideo editing industries.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
Vendeur : BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, Allemagne
Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Revision with unchanged content. The creation of computer-animated human faces is a long-standing and challenging problem since the early 1970s. There are numerous approaches to facial animation, but to this day no general-purpose system exists that solves the problem in a manner satisfying the needs of all practical applications. An obvious approach to achieve generality is the simulation of the inner workings of a real face. The ultimate goal is to have the full range of conformation and expressiveness in the face emerge 'naturally' through precise modeling of the anatomical structure and accurate simulation of tissue properties. This has so far only been realized in parts, and no current implementation catches all the intricacies of the human face. This text describes an approach for building and animating virtual head models with anatomical structure, animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations. 176 pp. Englisch. N° de réf. du vendeur 9783639423952
Quantité disponible : 2 disponible(s)
Vendeur : Books Puddle, Woodside, NY, Etats-Unis
Etat : New. N° de réf. du vendeur 26359446965
Quantité disponible : 4 disponible(s)
Vendeur : moluna, Greven, Allemagne
Etat : New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt. Autor/Autorin: Kaehler Koljagraduated in 1996 with an MSc inComputer Science from the Technische UniversitaetBerlin, Germany. Later, he pursued his PhD in the area offacial animation as a member of the computergraphics group at the Max-Planck-Institu. N° de réf. du vendeur 4986608
Quantité disponible : Plus de 20 disponibles
Vendeur : Majestic Books, Hounslow, Royaume-Uni
Etat : New. Print on Demand. N° de réf. du vendeur 354092650
Quantité disponible : 4 disponible(s)
Vendeur : Biblios, Frankfurt am main, HESSE, Allemagne
Etat : New. PRINT ON DEMAND. N° de réf. du vendeur 18359446975
Quantité disponible : 4 disponible(s)
Vendeur : buchversandmimpf2000, Emtmannsberg, BAYE, Allemagne
Taschenbuch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -Revision with unchanged content. The creation of computer-animated human faces is a long-standing and challenging problem since the early 1970s. There are numerous approaches to facial animation, but to this day no general-purpose system exists that solves the problem in a manner satisfying the needs of all practical applications. An obvious approach to achieve generality is the simulation of the inner workings of a real face. The ultimate goal is to have the full range of conformation and expressiveness in the face emerge 'naturally' through precise modeling of the anatomical structure and accurate simulation of tissue properties. This has so far only been realized in parts, and no current implementation catches all the intricacies of the human face. This text describes an approach for building and animating virtual head models with anatomical structure, animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations.VDM Verlag, Dudweiler Landstraße 99, 66123 Saarbrücken 176 pp. Englisch. N° de réf. du vendeur 9783639423952
Quantité disponible : 1 disponible(s)
Vendeur : AHA-BUCH GmbH, Einbeck, Allemagne
Taschenbuch. Etat : Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Revision with unchanged content. The creation of computer-animated human faces is a long-standing and challenging problem since the early 1970s. There are numerous approaches to facial animation, but to this day no general-purpose system exists that solves the problem in a manner satisfying the needs of all practical applications. An obvious approach to achieve generality is the simulation of the inner workings of a real face. The ultimate goal is to have the full range of conformation and expressiveness in the face emerge 'naturally' through precise modeling of the anatomical structure and accurate simulation of tissue properties. This has so far only been realized in parts, and no current implementation catches all the intricacies of the human face. This text describes an approach for building and animating virtual head models with anatomical structure, animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations. N° de réf. du vendeur 9783639423952
Quantité disponible : 1 disponible(s)
Vendeur : preigu, Osnabrück, Allemagne
Taschenbuch. Etat : Neu. 3D Facial Animation | Recreating human heads with virtual skin, bones, and muscles | Kolja Kähler | Taschenbuch | 176 S. | Englisch | 2012 | AV Akademikerverlag | EAN 9783639423952 | Verantwortliche Person für die EU: BoD - Books on Demand, In de Tarpen 42, 22848 Norderstedt, info[at]bod[dot]de | Anbieter: preigu. N° de réf. du vendeur 106423425
Quantité disponible : 5 disponible(s)
Vendeur : Buchpark, Trebbin, Allemagne
Etat : Hervorragend. Zustand: Hervorragend | Sprache: Englisch | Produktart: Bücher | Revision with unchanged content. The creation of computer-animated human faces is a long-standing and challenging problem since the early 1970s. There are numerous approaches to facial animation, but to this day no general-purpose system exists that solves the problem in a manner satisfying the needs of all practical applications. An obvious approach to achieve generality is the simulation of the inner workings of a real face. The ultimate goal is to have the full range of conformation and expressiveness in the face emerge "naturally" through precise modeling of the anatomical structure and accurate simulation of tissue properties. This has so far only been realized in parts, and no current implementation catches all the intricacies of the human face. This text describes an approach for building and animating virtual head models with anatomical structure, animated in a physics-based manner by use of muscle contractions that in turn cause skin deformations. N° de réf. du vendeur 22552137/1
Quantité disponible : 1 disponible(s)