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dc.contributor.authorAlbin-Clark, Adrianen_US
dc.contributor.authorHoward, Tobyen_US
dc.contributor.editorWen Tang and John Collomosseen_US
dc.date.accessioned2014-01-31T20:06:41Z
dc.date.available2014-01-31T20:06:41Z
dc.date.issued2009en_US
dc.identifier.isbn978-3-905673-71-5en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG09/061-064en_US
dc.description.abstractAbstract 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism I.2.8 [Artificial Intelligence]: Problem Solving, Control Methods, and Search - Heuristic methods I.6.5 [Simulation and Modeling]: Model Development - Modeling methodologiesen_US
dc.titleAutomatically Generating Virtual Humans using Evolutionary Algorithmsen_US
dc.description.seriesinformationTheory and Practice of Computer Graphicsen_US


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