Zobrazeno 1 - 10
of 56
pro vyhledávání: '"Katja Zibrek"'
Publikováno v:
Frontiers in Virtual Reality, Vol 2 (2021)
Externí odkaz:
https://doaj.org/article/5cedeec50b48460c800543ac51836480
Autor:
Radosław Sterna, Katja Zibrek
Publikováno v:
Frontiers in Psychology, Vol 12 (2021)
Externí odkaz:
https://doaj.org/article/d8d07d23e9644f01927131fd99c03eab
Autor:
Alberto Jovane, Pierre Raimbaud, Katja Zibrek, Claudio Pacchierotti, Marc Christie, Ludovic Hoyet, Anne-Hélène Olivier, Julien Pettré
Publikováno v:
Computers and Graphics
Computers and Graphics, 2022, ⟨10.1016/j.cag.2022.11.008⟩
Computers and Graphics, 2022, ⟨10.1016/j.cag.2022.11.008⟩
International audience; Despite the wide availability of large motion databases, and recent advances in exploiting them to create tailored contents, artists still spend tremendous efforts in editing and adapting existing character animations to new c
Publikováno v:
Computers & Graphics. 104:116-128
Publikováno v:
Computers and Graphics
Computers and Graphics, 2023, 110, pp.162-172. ⟨10.1016/j.cag.2023.01.001⟩
Computers and Graphics, 2023, 110, pp.162-172. ⟨10.1016/j.cag.2023.01.001⟩
International audience; In computer animation, the creation of believable and engaging virtual characters has been a long-lasting endeavour. While researchers investigated several aspects of character design, not many studies focused on the qualities
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::86185b5d93e840f202018ce1cf79b1d8
https://hal.inria.fr/hal-03967572/file/2023-ComputerAndGraphics-Patotskaya.pdf
https://hal.inria.fr/hal-03967572/file/2023-ComputerAndGraphics-Patotskaya.pdf
Publikováno v:
ACM Transactions on Graphics. 39:1-12
Lighting has been used to enhance emotion and appeal of characters for centuries, from paintings in the Renaissance to the modern-day digital arts. In VFX and animation studios, lighting is considered as important as modelling, shading, or rigging. M
Publikováno v:
MIG
In this paper, we investigate the effect of a realism mismatch in the voice and appearance of a photorealistic virtual character in virtual reality. While many studies have investigated voice attributes for robots, not much is known about the effect
Publikováno v:
MIG 2021-14th Annual ACM SIGGRAPH Conference on Motion, Interaction and Games
MIG 2021-14th Annual ACM SIGGRAPH Conference on Motion, Interaction and Games, Nov 2021, Virtual Event Switzerland, France. pp.1-7, ⟨10.1145/3487983.3488288⟩
MIG
MIG 2021-14th Annual ACM SIGGRAPH Conference on Motion, Interaction and Games, Nov 2021, Virtual Event Switzerland, France. pp.1-7, ⟨10.1145/3487983.3488288⟩
MIG
International audience; Virtual human crowds are regularly featured in movies and video games. With a large number of virtual characters each behaving in their own way, spectacular scenes can be produced. The more diverse the characters and their beh
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::244c275254fee31476cd8d4a45bb4c5c
https://inria.hal.science/hal-03468589
https://inria.hal.science/hal-03468589
Publikováno v:
Frontiers in Virtual Reality, Vol 2 (2021)
Autor:
Katja Zibrek, Radoslaw Sterna
Publikováno v:
Frontiers in Psychology
Frontiers in Psychology, 2021, 12, ⟨10.3389/fpsyg.2021.705448⟩
Frontiers in Psychology, Vol 12 (2021)
Frontiers in Psychology, 2021, 12, ⟨10.3389/fpsyg.2021.705448⟩
Frontiers in Psychology, Vol 12 (2021)
International audience