Abstract
Virtual Humans are used in many applications either as an embodiment of a real person (an "avatar"), or under the control of a computer program (an "agent" or "non-player character"). The automatic generation of Virtual Humans is a challenging problem if they are to look both plausible and unique within a population. We present an approach which exploits the power of Evolutionary Algorithms (EAs), and provide illustrative examples of how our methods may be realised within the context of surface-based model geometry. © The Eurographics Association 2009.
| Original language | English |
|---|---|
| Title of host publication | Theory and Practice of Computer Graphics 2009, TPCG 2009 - Eurographics UK Chapter Proceedings|Theory Pract. Comput. Graph., TPCG - Eurographics UK Chapter Proc. |
| Place of Publication | Switzerland |
| Publisher | Eurographics Association |
| Pages | 61-64 |
| Number of pages | 3 |
| ISBN (Print) | 9783905673715 |
| DOIs | |
| Publication status | Published - 2009 |
| Event | 7th Theory and Practice of Computer Graphics Conference, TPCG 2009 - Cardiff Duration: 1 Jul 2009 → … |
Conference
| Conference | 7th Theory and Practice of Computer Graphics Conference, TPCG 2009 |
|---|---|
| City | Cardiff |
| Period | 1/07/09 → … |
Keywords
- Computer Graphics
- Virtual Humans
- Evolutionary Algorithms
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