dc.contributor.author | Albin-Clark, Adrian | en_US |
dc.contributor.author | Howard, Toby | en_US |
dc.contributor.editor | Wen Tang and John Collomosse | en_US |
dc.date.accessioned | 2014-01-31T20:06:41Z | |
dc.date.available | 2014-01-31T20:06:41Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.isbn | 978-3-905673-71-5 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/LocalChapterEvents/TPCG/TPCG09/061-064 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories 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 methodologies | en_US |
dc.title | Automatically Generating Virtual Humans using Evolutionary Algorithms | en_US |
dc.description.seriesinformation | Theory and Practice of Computer Graphics | en_US |