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020 _a1280241780
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020 _a9786610241781
020 _a6610241783
024 7 _a10.1002/0470023198
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035 _a(OCoLC)85820834
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037 _bOverDrive, Inc.
_nhttp://www.overdrive.com
037 _a23BD08E5-0164-47B6-9F88-9F89328C5F13
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_nhttp://www.overdrive.com
042 _adlr
050 4 _aTJ211
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072 7 _aTEC
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082 0 4 _a629.892
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049 _aMAIN
245 0 0 _aHandbook of virtual humans /
_cedited by N. Magnenat-Thalmann, D. Thalmann.
260 _aChichester, England ;
_aHoboken, NJ :
_bWiley,
_c�2004.
300 _a1 online resource (xxiii, 443 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
504 _aIncludes bibliographical references (pages 400-436) and index.
588 0 _aPrint version record.
505 0 _aHandbook of Virtual Humans Contents Preface List of Contributors List of Figures List of Tables 1 An Overview of Virtual Humans 2 Face Cloning and Face Motion Capture.
505 0 _a3 Body Cloning and Body Motion Capture 4 Anthropometric Body Modeling 5 Body Motion Control 6 Facial Deformation Models 7 Body Deformations 8 Hair Simulation 9 Cloth Simulation.
505 0 _a10 Expressive Speech Animation and Facial Communication 11 Behavioral Animation 12 Body Gesture Recognition and Action Response 13 Interaction with 3-D Objects 14 Groups and Crowd Simulation.
505 0 _a15 Rendering of Skin and Clothes 16 Standards for Virtual Humans Appendix A: Damped Least Square Pseudo-Inverse J(+l) Appendix B: H-Anim Joint and Segment Topology.
506 _3Use copy
_fRestrictions unspecified
_2star
_5MiAaHDL
520 _aVirtual Humans are becoming more and more popular and used in many applications such as the entertainment industry (in both film and games) and medical applications. This comprehensive book covers all areas of this growing industry including face and body motion, body modelling, hair simulation, expressive speech simulation and facial communication, interaction with 3D objects, rendering skin and clothes and the standards for Virtual Humans.
533 _aElectronic reproduction.
_b[Place of publication not identified] :
_cHathiTrust Digital Library,
_d2010.
_5MiAaHDL
538 _aMaster and use copy. Digital master created according to Benchmark for Faithful Digital Reproductions of Monographs and Serials, Version 1. Digital Library Federation, December 2002.
_uhttp://purl.oclc.org/DLF/benchrepro0212
_5MiAaHDL
583 1 _adigitized
_c2010
_hHathiTrust Digital Library
_lcommitted to preserve
_2pda
_5MiAaHDL
546 _aEnglish.
590 _aJohn Wiley and Sons
_bWiley Online Library: Complete oBooks
650 0 _aRobotics.
650 0 _aArtificial intelligence.
650 0 _aVirtual reality.
650 2 _aRobotics
650 2 _aArtificial Intelligence
650 2 _aVirtual Reality
650 6 _aRobotique.
650 6 _aIntelligence artificielle.
650 6 _aR�ealit�e virtuelle.
650 7 _aartificial intelligence.
_2aat
650 7 _avirtual reality.
_2aat
650 7 _aTECHNOLOGY & ENGINEERING
_xRobotics.
_2bisacsh
650 7 _aArtificial intelligence
_2fast
650 7 _aRobotics
_2fast
650 7 _aVirtual reality
_2fast
650 1 7 _aVirtuele werkelijkheid.
_2gtt
650 1 7 _aMensen.
_2gtt
650 1 7 _aComputeranimatie.
_2gtt
653 _aComputer Science.
700 1 _aMagnenat-Thalmann, Nadia.
700 1 _aThalmann, Daniel.
758 _ihas work:
_aHandbook of virtual humans (Text)
_1https://id.oclc.org/worldcat/entity/E39PCFB8VHtJdYxwtvgQJrmw4q
_4https://id.oclc.org/worldcat/ontology/hasWork
776 0 8 _iPrint version:
_tHandbook of virtual humans.
_dChichester, England ; Hoboken, NJ : Wiley, �2004
_z0470023163
_w(DLC) 2004304426
856 4 0 _uhttps://onlinelibrary.wiley.com/doi/book/10.1002/0470023198
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938 _aYBP Library Services
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938 _aInternet Archive
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999 _c11147
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