Abstract
In this paper, we will explain our approach to create and animate virtual characters for real-time rendering applications in an easy and intuitive way. Furthermore we show a way how to develop interactive storylines for such real-time environments involving the created characters. We outline useful extensions for character animation based on the VRML97 and X3D standards and describe how to incorporate commercial tools for an optimized workflow. These results were developed within the Virtual Human project. An overview of the project is included in this paper
Highlights
If we look at industry, the deployment of virtual characters is very limited; computer games industry seems to be Manuscript Received on August 20, 2006
SUMMARY AND OUTLOOK In this paper we presented our approach for an easy deployment of virtual characters in scenarios of medium complexity
We have shown how commercial tools can be adapted to allow fast and simple creation of character geometries and animations as well as integration into a real-time rendering system using an ISO standard
Summary
The simulation of virtual characters is a complex topic in research for many years. Such a simulation comprises many research aspects, ranging from digital storytelling, artificial intelligence to animation and real-time rendering. Because virtual characters could be the generation user interface, which helps people to understand and use machines, computers, any other electronic device in an easier way. The machine would adopt to the user and not vice versa (as it is today) Such virtual characters could even help us improve our communication skills. In 2002 we started to work on the Virtual Human research project [16] and until now we realized three complex demonstrations. Beside the technical challenges we planned to work on, other problems came up, which sometimes took us more time to solve and made the realization of the demonstrations very tedious These problems were mainly the same, which hinders the deployment in industry: The creation of the virtual character model, its animations and behavior. We finish with a summary and outlook for future work
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