Zobrazeno 1 - 10
of 72
pro vyhledávání: '"Evan A. Suma"'
Publikováno v:
International Journal of Human-Computer Studies. 77:10-22
We develop and evaluate three interfaces for video search of articulated objects, specifically humans performing common actions. The three interfaces, (1) a freehand interface with motion cues (e.g., arrows), (2) an articulated human stick figure wit
Publikováno v:
SIGGRAPH Talks
We demonstrate a system that can generate a photorealistic, interactive 3D character from a human subject that is capable of movement, emotion, speech and gesture in less than 20 minutes without the need for 3D artist intervention or specialized tech
Publikováno v:
Computer Animation and Virtual Worlds. 25:201-211
We demonstrate a method of acquiring a 3D model of a human using commodity scanning hardware and then controlling that 3D figure in a simulated environment in only a few minutes. The model acquisition requires four static poses taken at 90i¾? angles
Publikováno v:
Computers & Graphics. 37:193-201
We present the Flexible Action and Articulated Skeleton Toolkit (FAAST), a middleware software framework for integrating full-body interaction with virtual environments, video games, and other user interfaces. This toolkit provides a complete end-to-
Publikováno v:
SIGGRAPH Posters
With the recent proliferation of high-fidelity head-mounted displays (HMDs), there is increasing demand for realistic 3D content that can be integrated into virtual reality environments. However, creating photorealistic models is not only difficult b
Publikováno v:
SAP
Redirected walking enables the exploration of large virtual environments while requiring only a finite amount of physical space. Unfortunately, in living room sized tracked areas the effectiveness of common redirection algorithms such as Steer-to-Cen
Autor:
Evan A. Suma, Kyle Olszewski, Hao Li, Oleg Alexander, Dan Casas, Graham Fyffe, Ryosuke Ichikari, Paul Debevec, Andrew Feng, Ari Shapiro
Publikováno v:
CASA
Creating and animating realistic 3D human faces is an important element of virtual reality, video games, and other areas that involve interactive 3D graphics. In this paper, we propose a system to generate photorealistic 3D blendshape-based face mode
Publikováno v:
WEVR@VR
With the imminent emergence of low-cost tracking solutions, everyday VR users will soon experience the enhanced immersion of natural walking. Even with consumer-grade room-scale tracking, exploring large virtual environments can be made possible usin
Autor:
Courtney Hutton, Evan A. Suma
Publikováno v:
VR
Redirected walking algorithms require the prediction of human motion in order to effectively steer users away from the boundaries of the physical space. While a virtual walking trajectory may be represented using straight lines connecting waypoints o
Publikováno v:
3DUI
Redirected walking techniques have been introduced to overcome physical space limitations for natural locomotion in virtual reality. These techniques decouple real and virtual user trajectories by subtly steering the user away from the boundaries of