调查虚拟人的表现力向真人演变的情况

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computers & Graphics-Uk Pub Date : 2024-08-06 DOI:10.1016/j.cag.2024.104034
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引用次数: 0

摘要

虚拟人(VHs)出现于 50 多年前,此后经历了显著的进步。最初,虚拟人的开发和动画制作面临巨大挑战。然而,现代技术,无论是商业化的还是免费获取的,都使创建和动画制作过程民主化,使用户、程序员和设计师更容易获得这些技术。这些进步使得虚拟人物能够复制真实演员的特征和行为,从而创造出视觉上令人信服、行为上栩栩如生的人物形象。因此,出现了许多作为功能性虚拟人物技术的研究领域。本文探讨了与虚拟人物相关的四个领域和新兴趋势的演变,同时研究了高度逼真的人物在这些领域中带来的一些影响和挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Surveying the evolution of virtual humans expressiveness toward real humans

Virtual Humans (VHs) emerged over 50 years ago and have since experienced notable advancements. Initially, developing and animating VHs posed significant challenges. However, modern technology, both commercially available and freely accessible, has democratized the creation and animation processes, making them more accessible to users, programmers, and designers. These advancements have led to the replication of authentic traits and behaviors of real actors in VHs, resulting in visually convincing and behaviorally lifelike characters. As a consequence, many research areas arise as functional VH technologies. This paper explored the evolution of four areas and emerging trends related to VHs while examining some of the implications and challenges posed by highly realistic characters within these domains.

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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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