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ANIMATING AN AUTONOMOUS 3D TALKING AVATAR
2019
International Conferences Interfaces and Human Computer Interaction 2019; Game and Entertainment Technologies 2019; and Computer Graphics, Visualization, Computer Vision and Image Processing 2019
unpublished
One of the main challenges with embodying a conversational agent is annotating how and when motions can be played and composed together in real-time, without any visual artifact. The inherent problem is to do so-for a large amount of motions-without introducing mistakes in the annotation. To our knowledge, there is no automatic method that can process animations and automatically label actions and compatibility between them. In practice, a state machine, where clips are the actions, is created
doi:10.33965/cgv2019_201906l033
fatcat:7cw6bhosmbgczdkuqz6q2rud5u