Automatically Generating Virtual Humans using Evolutionary Algorithms
Abstract
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.
BibTeX
@inproceedings {10.2312:LocalChapterEvents:TPCG:TPCG09:061-064,
booktitle = {Theory and Practice of Computer Graphics},
editor = {Wen Tang and John Collomosse},
title = {{Automatically Generating Virtual Humans using Evolutionary Algorithms}},
author = {Albin-Clark, Adrian and Howard, Toby},
year = {2009},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-71-5},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG09/061-064}
}
booktitle = {Theory and Practice of Computer Graphics},
editor = {Wen Tang and John Collomosse},
title = {{Automatically Generating Virtual Humans using Evolutionary Algorithms}},
author = {Albin-Clark, Adrian and Howard, Toby},
year = {2009},
publisher = {The Eurographics Association},
ISBN = {978-3-905673-71-5},
DOI = {10.2312/LocalChapterEvents/TPCG/TPCG09/061-064}
}