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Animation Levels of Detail Design for Real-Time Virtual Human

Rémi Cozot 1 Franck Multon 2, 3 Bernard Valton Bruno Arnaldi 4, 5 
1 FRVSense - FRVSense
3 MIMETIC - Analysis-Synthesis Approach for Virtual Human Simulation
UR2 - Université de Rennes 2, Inria Rennes – Bretagne Atlantique , IRISA-D6 - MEDIA ET INTERACTIONS
5 Hybrid - 3D interaction with virtual environments using body and mind
Inria Rennes – Bretagne Atlantique , IRISA-D6 - MEDIA ET INTERACTIONS
Abstract : Animating numerous humans in virtual worlds with real-time constraint is difficult. The problem is mainly due to the computation time required to animate complex motions. This problem can be solved by the use of animation levels of detail. These manage the computation complexity by selecting the way each model is computed. An animation level of detail of an object consist in a set of animation models with different computation costs. In this paper, we propose a new approach of model design in order to easily build animation levels of detail. Our model architecture consists in a pipeline of sub-models. Each sub-model performs a given task in the animation process: animation of the body or of the legs for example. It encapsulates several computation methods for the given task with different computation costs. Our animation levels of detail minimize the complexity by selecting the best suitable animation method according to the environment. The policy of model selection also depends on external parameters: distance to the point of view and visibility. We apply our approach to the building of a walking model on complex grounds.
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Submitted on : Wednesday, April 15, 2015 - 2:42:31 PM
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Rémi Cozot, Franck Multon, Bernard Valton, Bruno Arnaldi. Animation Levels of Detail Design for Real-Time Virtual Human. Eurographics Workshop on Computer Animation and Simulation, 1999, Milan, Italy. pp.35-44, ⟨10.1007/978-3-7091-6423-5_4⟩. ⟨hal-01142549⟩



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