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Akanksha, Z.Huang,B.Prabhakaran,andC.R.Ruiz, Jr.

SchoolofComputing

NationalUniversityofSingapore

fakanksha, huangzy, prabha, conradodg@comp.nus.edu.s g

Abstract. Computeranimated3Dmodelshavebeenincreasinglyused

inmultimediapresentationsbecausetheycanbeviewedandmanipulated

directlyin3D. Inthis paper, we proposeadatabase approachforthis

problem.Ourmainobjective isto helpauthors createmultimediapre-

sentationsbyreusingexistinganimations.Inourapproach,animations

arestored indatabases. Wedene asetof metadatathat describethe

animations.Authors cansearch onthesedatabases by issuing queries.

Aset ofmotion editingoperationsare denedand usedto manipulate

thequeryresultstocreatenewonesaccordingtotherequirementsofthe

presentations.Wehavedevelopedananimationtoolkitimplementingthe

approachandtheresultsarepromising.

Keywords:Multimediapresentations,animation,database,reuse,meta-

data

1 Introduction

Computeranimated3D modelshavebeen usedincreasinglyin multimediapre-

sentations. Onemainreasonforthisis thatthecomputer animated3Dmodels

can beviewedandmanipulateddirectly in3D.

However,users whorequireanimationsinthepresentationsmaynditdiÆ-

culttoproducethedesiredmotionsequences.Creatinganimationsofgoodqual-

ity needsconsiderable eort of skilled animators, actors, and engineers. Thus,

reusingtheexistinganimationsto createnewonesbecomesanappealingprob-

lem.

The major idea of reusing animations is to adjust the existing motion se-

quences for thenew requirements while at the same time, retain the avor of

theoriginal motion.One methodwas proposed byBruderlin and Williams[3],

who treated motions as signals and applied techniques of signal processing to

adapt them. Avariantof theirmethod, motion-displacementmapping, wasin-

troducedbyPopovicandWitkin[10].OtherworksincludeGleicher[4],Hodgins

[5],andMonzanietal.[9].Allthesemethodsaddressthereuseforaspecictype

of animation and manipulate on low level kinematic or dynamic structures of

geometricmodels.

Usingdatabase in computer animation isnot a new concept.Thalmann et

(2)

integrationoftheurbanknowledgeinordertosimulatemorerealisticbehaviors.

Ayadinetal.[1]used databasestoguidethegraspmovementofvirtualactors.

Theirapproachcreatesadatabasebasedondivisionsofthereachablespaceofa

virtualactor.Kakizaki [7]proposedamultimedia presentationframeworkusing

animationdatabases.Itusesascenegraphandananimatedagentinmultimedia

presentations.Themotionoftheagentiscategorizedintothreeclasses:pointing,

moving,andgesturing.Thereuseofanimationhasnotbeenaddressedinanyof

thesethree databasemethods.

OurApproach: Weproposeadatabaseapproachforusinganimationsinmul-

timedia presentations. Themajor contributions include thefollowingtechnical

aspects:

{ Augmented scenegraphs (withthe incorporation ofInterpolator Nodes)as data

structureforrepresentinganimationsof3Dmodels.

{ Asetofmetadatafordescribingtheanimations.

{ Similaritymeasuresforcomputingtherelevancefactorofananimationtoresolve

queriesonthedatabases.

{ Asetofoperationsappliedonthequeryresultsthathelpinreusinganimations.

{ Ananimationtoolkitimplementingtheapproach.

Aspecicarea,where animations can beapplied in a multimediapresenta-

tion,isadocumentproducedforthehearingimpaired. Thetoolkitcan beused

to generate animations of sign language. The sign language can be translated

from theaudioclips.

Wewillfocusonthedatabaseaspectsoftheapproachwithoutthedetailsof

specicanimationtechniques suchas inversekinematics[6,13].Wewillpresent

themseparately.Theremainingpartofthepaperisorganizedas follows:

Section 2 describes the storage of animations as databases. Section 3 dis-

cusses the operations the user can invoke to retrieve, insert, and adjust geo-

metricmodelsand motion,to create ananimation.Section 4 shows, bymeans

of examples,thedierentwaysin which thequeryresults can bemanipulated.

Section 5 brieydescribestheimplementation. Section6 provides a conclusion

oftheworkdoneanddiscusses possibilitiesforfuturework.

2 The Animation Databases

Now, wedescribe howwe organizeanimations as databases. Themajor ideais

to use the augmented scene graphs. A standard scene graph is a hierarchical

structure to describe geometric models. We augment it in order to represent

motion sequences of the geometric models by introducing a new node for the

motion.Wespecifyasetofmetadatatodescribemotionsequencesandgeometric

modelsthatareassociatedwiththeaugmentedscenegraphmodel.Themetadata

isthenorganizedtogetherwithanimationsasarelationaldatabase.Weprovide

a setofoperationsthat canbe usedtoquerytheanimationdatabases.Finally,

thequeryresultscan beadjustedintemporalandspatialdomainsaccording to

(3)

Thescene graph was originally designedforreal-time 3Dgraphics systemPer-

former [11]. The Performer scene graph is a tree structure. The nodes in the

treehavedierenttypes.Typically,leavesinthescenegraphrepresentgeomet-

ricmodelsand interiornodesrepresenttransformationobjects.Italsocontains

dataaboutthegeometricmodelsina scene,suchas theirshape,size,colorand

position.Eachpiece ofinformationisstoredasa nodeinthescenegraph.

Ananimationobjectconsistsoftwofundamentalelements:geometricmodels

andtheirmotionsequences.Ageometricmodelisamathematicalrepresentation

of 3Dscenes in theworld.It can be as complexas a human bodymodelcom-

prising sophisticatedshapeswith hundreds ofdegrees of freedom(DOFs). The

motionsequencesrepresentthekinematicinformationof thegeometricmodels.

Atypicalrepresentationiskeyframe.

Torepresentamotionsequenceofaspecicgeometricmodelweincorporate

the motion node: Interpolator. An Interpolator node is associated with a geo-

metricmodelofmultiple DOFs.InanInterpolatornode,keyframesaredened

forallDOFs:fkey[k

1

;k

2

;:::;k

i

;:::;k

m

],keyvalue[v

1

;v

2

;...,v

i

;:::;v

m

]g,wherek

i

isthekeyframenumberor keyframetime.v

i

isavectorinthemotioncongu-

ration space:v

i

=[u

i;1

;u

i;2

;:::;u

i;j

;:::;u

i;n

],where u

i;j

isa key valueof DOFj

(indisplacementfortranslationalDOFsandanglevalueforrotationalDOFs)at

k

i

,and nis thenumberof DOFsofthemodel.Thekeyandkeyvaluetogether

form onemotionsequencefora model.

In our implementation, the scene graph is represented in VRML format.

VRML is a text-basedlanguage used to model virtualenvironments [14]. One

VRML le can be decomposed into many smaller VRML Text Descriptions

whichrepresentindividualgeometricmodelsandmotionsequences.These Text

Descriptions are then storedin the VRMLText table of the database. Thean-

imationobjectsarelinked to theVRMLText table bya Has-Arelationship.In

the caseof geometric models thetable storesthe prototypesand nodes which

areused,whereas, formotionsequencesitcontainstheInterpolatornodesand

EventRouting.

Onesimple exampleofa scenegraphrepresentingananimatedblue cubeis

shown inFigure1 whoseVRMLdescriptionisgivenbelow.

Shape

Appearance Geometry

Material

PositionInterpolator

keyValue key

Fig.1.Anexampleofthescenegraphofananimatedbluecube.Threekeyframesare

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geometry Box { size 1 2 3 }

appearance Appearance { material Material { diffuseColor 0 0 1 } }

}

PositionInterpolator {

key [ 0.0 0.5 1.0 ]

keyValue [ 2.0 0.5 2.0, 2.0 0.5 3.0, 2.0 0.5 3.0] }

2.2 Animation Metadataand Database Organization

Metadata is widely used in the query of multimedia databases [2]. We have

denedcontent-descriptivemetadata forgeometricmodelsandtheirmotionse-

quences. Their storage and querying are dealt with in a similar manner. The

queries areperformedbasedonthemetadataandresultinanimationobject(s)

bestmatchingtheuserrequirements.Weconsiderthefollowingtypesofanima-

tionmetadata.

{ Metadatadescribingthegeometric models:Type,Size,Position,Color,andOri-

entation.

{ Metadatadescribingmotioninformation:MotionType,MotionSpeed,StartTime,

EndTime,andStyle.

Fordatabaseorganization,weusearelationaldatabasemanagementsystem,

MS Access, to store theanimation databases. Scene graphs are storedand in-

dexed. The metadata are stored in the elds of the database. (In the current

implementation,themetadataforeachanimationobjectaremanuallyaddedto

the scene graph). By doing it in this manner, wecan use SQL-like queries to

retrieveanimationobjects.Theeldsof thedatabaseforthegeometric models

and themotionsequences areshown in Table1 andTable2,respectively.The

geometric modelsand motionsequencesofeachanimationobjectarestoredin

two separatetables of thedatabase andarelinked bytheObjectIDbeingthe

primarykey.

Table 1.Databaseeldsforageometricmodel.

FieldName Description

ObjectID AuniqueIDforthegeometricmodelanditsmotionsequences

CategoryID AuniqueIDofthecategorythegeometricmodelbelongsto

ModelName Thenameofthegeometricmodel

ModelType Thetypeofthegeometricmodel

Size Thescalingfactorofthegeometricmodel

Position Thelocationofthegeometricmodel

Color Thecolorofthegeometricmodel

ModelTextID TheuniqueIDlinkingtotheVRMLTextDescription

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FieldName Description

ObjectID AuniqueIDforthegeometricmodelanditsmotionsequences

MotionName Thenameofthemotionsequence

MotionType Thetypeofthemotionsequence

MotionSpeed Thespeedofthemotionsequence

StartTime Motionstartingtimesequence

EndTime Motionendingtimesequence

Style Motionstyle,e.g.,brisk

MotionTextID TheuniqueIDlinkingtotheVRMLTextDescription

Besidesthegeometricmodeltableandthemotionsequencetable,thescene

alsohasitstable in thedatabase,whichis linkedtothegeometric modeltable

by a Has-A relationship. Models are also linked to a Model Component table

whichlinksrecordsonthemodeltabletoothermodelsifitisacomplexmodel.

A complexmodel is made up of simple models (or atomic models). Here also

thereexistsaHas-Arelationship.Wealsohaveacategoryclassandeachmodel

belongstoacertaincategory.InourdatabasethemodeltableislinkedbyanIs-

Arelationshiptothecategorytable.Generallyrelationaldatabasesaredesigned

basedonanEntity-Relation(ER)diagram. TheERdiagramofourframework

isgivenin Figure2.

Metadata

Name Metadata N

1

Category

Scene

1 Has-A

Is-A

Has-A 1

1

1 Object ID

Category ID

Category ID Has-A

N 1

VRML Text Text ID Text Description Has-A

Motion Object ID Name Metadata

1

1 Metadata

Scene ID

1 1 Model

Fig.2.TheERdiagramofRDBSforthescenegraph.

Usingthisdesignwecanindexthedatabasebypropagatingthemetadataof

theanimationobjectsupward,thusascenewouldhaveallthemetadataforits

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found.Analternativeisbyusingcategoriesasindexes,whereanimationobjects

orscenesarealsoassignedcategories.

A queryon the animationdatabase is resolved bymaking use of a generic

multi-attributeequation to compute therelevanceof each motion sequence. A

recordsatisesthequeryontheconditionthattherelevanceisequaltoorhigher

thanapredened threshold.

SimilaritymeasuresarespeciedfortheMotionType,Style,Interval,Speed,

etc. as well as metadata of the Geometric Models. Conceptually, a similarity

measure SIM(i;q;k) (normalized) is the similarity of an animation A

i , with

queryq, basedonmetadatak.It willbe 0 ifkdoesnotoccur inthemetadata

of A

i

.The highertheoccurrencerateand thecloserthevalues are, thehigher

thesimilaritymeasure.

Theoverallsimilaritymeasureistheweightedsumoftheindividualsimilarity

measures. Theweightshavea signicant eectontheoutcome ofa query. For

an animation, default weights are assigned based on the relative diÆculty of

readjustment of the metadata, such that the summation of weights is 1. The

userhasanoption tochangetheweightsifrequired.

Table3depictsanexampleofqueryresultswhenauserperformsthefollow-

ing query: Motion Type:running; Motion Style: normal;Motion Interval: 0-5;

MotionSpeed:5.Givena thresholdvalueof0.5,onlythetopthreerecordswill

beretrieved.

Table3.Therelevancescoringforamultipleresultquery.

RankType Style StartTimeEndTimeSpeed ID Score

1 Run fast 15 25 5 Nancy 0.60

2 Run happily 0 20 2.5 Girl 0.50

3 Run merrily 0 5 2.5 Nancy 0.65

4 Walk normal 0 10 10 Andy 0.45

5 Wave normal 6 18 15 Andy 0.42

6 Walk sluggish 5 10 12 Man 0.24

3 Operations for Reusing Animations

Thissectiondiscussestheoperationsausercaninvoketoretrieve,insert,andad-

justanimationobjectstoscenegraphsinordertocreateanewmotionsequence.

These operationsare performed on the output of a user query. Themetadata

areused toadjust thequeriedresults fora newanimation.Theoperationscan

be divided into three categories: spatial operations, temporal operations, and

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Spatialoperationsonmotionsequencesinvolvechanging theposition,size, and

orientation ofgeometricmodels.Theoperationsused to queryand manipulate

thespatialattributesofananimation,areasfollows:

1. InsertOperation:thisoperationinsertsageometricmodelintoasceneunderspec-

ied conditions. Theuser caninclude the new x,y,z coordinates of the model,

and/orthetimeframewhenthemodelwillbeshown.

2. DeleteOperation:thisoperationdeletesageometricmodelfromascene.Thiscan

helptheusereliminateunnecessarymodelsfromaretrievedresult.

3. ExtractOperation:thisoperationextractsageometricmodelfromascene.Itcould

alsobeusedtoextractanatomicgeometricmodelfromacomplexmodel.

4. EditOperation:thisoperationeditsthemetadataofageometricmodel.Theuser

canedittheposition,size,andorientationofthemodel.

3.2 Temporal Operations

Motionisanintegralpartofanyanimations.Temporaloperationshelpinretar-

geting motionfor newcharacters and scenes. Theoperationsformanipulating

motionareuse,get,anddisregard.

1. UseOperation:thisoperation utilizes amotionto acharacter.Wehaveadapted

themotion-mappingapproachtore-useexistingmotiontoothermodels.Theuser

mapstheinterpolatorpointsofthemotiontothejointsofthegeometricmodelto

beappliedto.

2. GetOperation:thisoperationextractsmotionfromacharacter.Inascenegraph,

motionisdenedbykeyframeanimationandbythenodes:OrientationInterpolator

and PositionInterpolator, among others. We simply search for the interpolators

thatare linkedtothespeciedmodelandcopythekeyframes.

3. Disregard Motion: this operation deletes the motion of a geometricmodel.This

canbe done by searching forthe keyframes that are used onthe modeland by

deletingthem,includingthetimernodethatwasused.

4. Project Operation:this operation projectsa specic timeintervalfroma motion

sequencebasedontheuser'sspeciedconditions.Forexample,iftheuserqueried

andfoundananimationmatchingalltherequirements,exceptfortimeconstraints,

theusermayopttoprojectaportionoftheanimation.

5. Join Operation: the operation allows the user to join two key frame sequences

together.Thisprovidestheuserwiththeabilitytogeneratemorecomplexmotion

fromstandardmotion.Thetimebasewillbeautomaticallyadjusted.

3.3 Motion Adjustment Operations

Inmostcases,whenamotionofageometricmodelisreusedbyanotherone,itis

necessarytoadjustthemotiontothenewscene.Motionisusuallyveryspecic

andhenceweproposeaset ofoperationstohelp theuseradjust themotionto

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thekeyframesandcalculatingtheappropriatesubstitutions.

ThecropoperationeditsalltheInterpolatornodes(describedinSubsection2.1)for

aparticularmotion,basedonthecropvalue.Iffallsbetweentwoconsequent

keyframes k

i andk

i+1

,thekeyframesfromk

i+1 to k

m

willbedeleted.Thenew

endingkeyvaluek 0

m

canbecomputedusingthekeyframeinterpolationifitisnot

anexistingone.

2. DuplicateMotion:operation duplicatesthe key framesto expandtheduration of

themotion.Thishelpsiftheuserrequiresthesameanimationaswhatisretrieved

butwithalongerperiod.

TheduplicateoperationadjustsalltheInterpolatornodesforaparticularmotion,

basedontheduplicatevalue.Theoldkeyframeswillbeduplicatedtimes.

3. Change Speed: operation changesthe speedof the motion. It isimplementedby

scaling the key time base, i.e., the period represented in fkey [k

1

;:::;k

m ]g of a

PositionInterpolatornode.Sothedurationofthemotionwillbechanged.Inorder

tokeepthe sameduration, thenew motioncanbe usedinconjunction withthe

previoustwooperations.

4. Retarget:operationallowstheusertoadaptanexistingmotionsequencetomeet

the new constraints.Our current implementation uses inverse kinematics [6,13]

forarticulated 3D models.The position and orientation of the end eectorsare

speciedautomaticallybythenewconstraintsorinteractivelybyusers.Theinverse

kinematicalgorithmcancomputethenewpositionandorientationvaluesofother

internaljointsautomaticallyinrealtime.

Tofacilitateeaseinusingthesystem,aseriesofoperationsisautomatically

generated,dependingonthespecicationsofuserintheAnimationToolkit.The

series isthen applied to thequeryresults to meettherequirements.Theusers

donot needto know theoperationsyntax. Theyinteract with thesystem,via

thetoolkit.

4 Examples of Manipulating the Query Results

Now,wepresentexamples ofusingtheoperationsdescribedinSection3toma-

nipulate the queryresults for reusing animations. Using the operations, three

dierent typesofreuse are possible:adjusting themotionsequence ofa model

(Subsection4.1),applying motiontoa dierentmodelwith asimilar structure

(Subsection 4.2), and generating complexmotion sequences fora model (Sub-

section 4.3). Using our database approach, the resulting motion will take the

avoroftheoriginalones.TogetherwiththeoperationsdenedinSection3,the

followingclausesarealsoused.

FROM:usedtospecifytheleinwhichmotion/modelispresent

TO :used when applyinga motion to a model or inserting a geometricmodel ina

scene

WHERE:usedtospecifytheconditionofthequery

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Inthistypeofmotionreuse,themotionneedstobemodied.Forexample,the

user can change the speed of motion and the duration. The modied motion

is applied to the same geometric model that the motionwas applied to previ-

ously. Ina more generalmanner, the usercan adjust motionto meet thenew

constraints. For example, the user wants to adjust an existing wiping motion

to tthenewtable inthescene. Thefollowingoperationscan be applied: EX-

TRACTwoman FROM scene; GET wiping FROM woman; EXTRACTtable

FROM scene; INSERTtable; EDITtable translation(10,5,8); USEwiping TO

woman;RETARGETwiping.Theresultisshown asasnapshot inFigure3.

(a) (b)

Fig.3.Retargetinganexistingmotion tothe newgeometricmodelinthescene: (a)

wipingatable;(b)bendingtowipealowertable.

4.2 Applying Motion to a DierentModel

This typeof reuse is neededin the casewhen themotionand model required,

in thepresentation, arenotavailable inthesamesceneofthedatabase.

For example, the user intends to create an animation of a man walking in

a room. Thequeryresults area room, a walking woman,and a model of man

from threescenesrespectively(Figure4).

To generate the animation, according to the requirements, from the query

results,thefollowingstepswillbeconducted:(1)INSERTthemodelofmaninto

the room, (2) EDIT to make themodelof man wellscaled and located in the

room, (3) EXTRACT the walking motion sequence from the walking woman,

andnally(4) USEthemotionsequenceto themodelofman(Figure5).

Themotionmappingtechniqueweuseis basedontheworkofLeeetal.[8]

and Gleicher [4], without the restriction that the two models should have the

same structures. Since the interpolator nodes of one model can be connected

by the user, using the GUI, to another model it oers much more versatility.

Forexample, thewalking womandescribedin theprevious examplecan bere-

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Fig.4.Queryresultsfromthreescenes:(a)aroom;(b) awalkingwoman;(c)aman.

Fig.5.Applyingawalkingsequenceofawomantoman.

structure of both thehuman and thecow, theusercan connect therespective

segmentsofthecowwiththeinterpolatornodesofthewalking woman(Figure

6).

4.3 Generating ComplexMotion Sequences

Complex motion can be derived by combining two or more motion sequences

into a single sequence. The motion sequences may be from a single model or

multiple models. The resulting complex motion may be applied to one of the

original models or to a dierent model. An exampleof complexmotion could

be a man \walking"(lowerbody)and \waving" his hand (upperbody)at the

sametime.InFigure7,thesnapshotsshowtheindividualmotionsequencesand

thenewmotionsequencecreated.Thefollowingoperationsareapplied toreuse

theanimations: GETwalking FROM Andy;GET waving FROM Andy;JOIN

Andy.walking WITHAndy.waving.

5 Implementation

We have developed an animation toolkitbased on the proposed database ap-

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Fig.6.Mappingthemotionofawalkingwomantoacow:(a)frame1ofwoman;(b)

frame1ofcow;(c)frame2ofwoman;(d)frame2ofcow.

Fig.7.Ananimationreuseexamplecombiningtwosequences.

for thestorage of theanimations represented in scene graph. The scenegraph

can be renderedby OpenGL Optimizer,IRIS Performer, and VRMLbrowser.

Toparseand browsetheanimationsweused theActiveXobjectWebBrowser,

whichinvokesthedefault webbrowser of thesystemwiththeinstalled VRML

browser, suchas CosmoPlayerorMSVRML viewer.

TheGUIofthesystemusesa MultipleDocumentInterfacewithmenusand

toolbars.ThemajorGUIcomponentsaretheQuery,SceneGraph,VRMLText

Document,andVRMLBrowserwindows.Theusercancreatea newanimation

bychoosing thenewoperationsthroughthemenuor thetoolbar.

6 Conclusion and Future Work

Usinganimations of3Dmodelshasbeenreceivingmore interestinmultimedia

presentations. In this paper, we have addressed this problem by a database

approach. We have implemented an authoring toolkitusing the approach and

ourexperimentalresults arepromising.

Wearestillworkingonauniedmultimediapresentationsystemtointegrate

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forusabilitystudy.

Presentlythe toolkitis in the earlystages of development.It is possible to

incorporateastandardformofmetadatadescription,e.g.,XMLatalaterstage.

Wealsowilldothecomparisonstudybetweenourframework andMPEG-4.

7 Acknowledgments

The3Dmodelsofthewoman,theman,andthebarmaidareavailablefromhttp:

//www.ballreich.net,http://www.seamless-solutions.com,andhttp://www.ge-

ometrek.comrespectively.WethanktheanonymousEGMM 2001reviewersfor

thesuggestionstoimprovethepaper.

References

1. Ayadin,Y.,Takahashi,H.andNakajima,M.DatabaseGuidedAnimationofGrasp

MovementforVirtualActors.Proc.MultimediaModeling'97.(1997)213-225

2. Bohm,K.andRawok.T.C.MetadataforMultimediaDocuments.SIGMOD-Record

SpecialIssue onMetadataforDigital Media.Vol.23,No.4,Dec.1994.

3. Bruderlin,A.andWilliams,L.MotionSignalProcessing.Proc.ACMSIGGRAPH

'95.(1995)97-104.

4. Gleicher,M.RetargetingMotionforNewCharacters.Proc.ACMSIGGRAPH'98.

(1998)33-42.

5. Hodgins, J. and Pollard,N. Adapting SimulatedBehaviors For New Characters.

Proc.ACMSIGGRAPH'97.LosAngeles,CA.(1997)153-162.

6. Huang Z.,Boulic R., Magnenat-Thalmann N., and ThalmannD. A multi-sensor

approachforgraspingand3D interaction. Proc.CGI '95.Leeds,UK.(1995)235-

254.

7. Kakizaki, K. Generating the Animation of a 3D Agent from Explanatory Text.

Proc.ACMMM'98.(1998)139-144.

8. Lee,W.M.andLeeM.G. AnAnimationToolkitBasedonMotionMapping. IEEE

Computer GraphicsInternational.(2000)11-17.

9. MonzaniJ.S.,Baerlocher P.,BoulicR.,and ThalmannD. Using anIntermediate

SkeletonandInverseKinematicsforMotionRetargeting.Proc.Eurographics2000.

10. Popovic,Z.andWitkin,A. PhysicallyBasedMotionTransformation. Proc.ACM

SIGGRAPH '99.(1999)11-19.

11. Rohlf J. and Helman J. IRIS Performer: A High Performance Multiprocessing

ToolkitforReal-Time3DGraphics. Proc.ACMSIGGRAPH'95.550-557.

12. Thalmann D., Farenc N., and Boulic R. Virtual Human Life Simulation and

Database:WhyandHow. Proc.InternationalSymposiumonDatabaseApplications

inNon-Traditional Environments(DANTE'99).IEEECSPress,1999.

13. D. Tolani,A. Goswami,and N. Badler. Real-timeinversekinematics techniques

foranthropomorphiclimbs. GraphicalModels62(5),Sept.2000,353-388.

14. The VRMLConsortiumIncorporated. TheVirtual Reality ModelingLanguage.

http://www.vrml.org/Specications/VRML97/. International Standard ISO/IEC

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