中文簡(jiǎn)介
隨著功能強(qiáng)大的個(gè)人電腦和高端圖形卡的出現(xiàn),在虛擬世界、實(shí)時(shí)計(jì)算機(jī)動(dòng)畫(huà)和模擬、游戲等領(lǐng)域有了令人難以置信的發(fā)展。但與此同時(shí),新的、更便宜的虛擬現(xiàn)實(shí)設(shè)備出現(xiàn)了,允許通過(guò)增強(qiáng)現(xiàn)實(shí)與這些實(shí)時(shí)虛擬世界,甚至與現(xiàn)實(shí)世界進(jìn)行交互。三維角色,尤其是虛擬人,現(xiàn)在具有非凡的品質(zhì),可以在電影行業(yè)中使用。但這僅僅是一個(gè)開(kāi)端,隨著人工智能和智能代理技術(shù)的發(fā)展,這些特性將越來(lái)越具有自主性,甚至智能化。他們將與動(dòng)植物一起生活在虛擬世界中。《計(jì)算機(jī)動(dòng)畫(huà)與虛擬世界》是第一本論述虛擬世界這一全球主題的雜志。本專(zhuān)題分為6個(gè)領(lǐng)域:計(jì)算機(jī)動(dòng)畫(huà)體現(xiàn)代理虛擬環(huán)境增強(qiáng)現(xiàn)實(shí)虛擬生活可視化計(jì)算機(jī)動(dòng)畫(huà)和虛擬世界在虛擬世界的各個(gè)領(lǐng)域?qū)ふ艺撐摹U?qǐng)?zhí)峁┮韵轮黝}的原始研究成果、應(yīng)用和經(jīng)驗(yàn):計(jì)算機(jī)動(dòng)畫(huà)二維動(dòng)畫(huà)關(guān)鍵幀動(dòng)畫(huà)反向動(dòng)力學(xué)生物力學(xué)模型運(yùn)動(dòng)捕捉和運(yùn)動(dòng)重定目標(biāo)基于物理的動(dòng)畫(huà)面部和身體動(dòng)畫(huà)路徑規(guī)劃布料和頭發(fā)動(dòng)畫(huà)LOD和冒名頂替者實(shí)時(shí)渲染增強(qiáng)現(xiàn)實(shí)跟蹤移動(dòng)AR系統(tǒng)虛擬遺產(chǎn)體現(xiàn)代理知覺(jué)模型虛擬傳感器機(jī)構(gòu)間通信群體和人群建模會(huì)話代理目標(biāo)驅(qū)動(dòng)行為與虛擬人的交互智能虛擬參與者社會(huì)行為情感和個(gè)性自主虛擬人建筑涉及虛擬人的模擬游戲中的自主虛擬人虛擬環(huán)境手勢(shì)和動(dòng)作識(shí)別觸覺(jué)界面聽(tīng)覺(jué)空間模擬器(飛行、汽車(chē)駕駛等)用于緊急情況的虛擬現(xiàn)實(shí)精神病學(xué)虛擬現(xiàn)實(shí)康復(fù)虛擬現(xiàn)實(shí)虛擬手術(shù)虛擬生活植物生長(zhǎng)發(fā)育L-系統(tǒng)人工動(dòng)物和動(dòng)物人口生成虛擬城市持久的世界可視化醫(yī)學(xué)影像與重建分子圖形流體可視化物理現(xiàn)象的可視化體積渲染
英文簡(jiǎn)介
With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.Computer Animation & Virtual Worlds is the first journal to address this global thematic of the Virtual Worlds. This thematic has been subdivided into 6 areas:Computer animationEmbodied agentsVirtual EnvironmentsAugmented RealityVirtual LifeVisualizationComputer Animation & Virtual Worlds seeks papers in all fields of Virtual Worlds. Contributions are solicited describing original research results, applications, and experience in the following topics:Computer Animation2D animationKeyframe animationInverse kinematicsBiomechanics modelsMotion capture and motion retargetingPhysical-based animationFacial and body animationPath planningCloth and hair animationLOD and impostorsReal-time renderingAugmented RealityTrackingMobile AR systemsVirtual HeritageEmbodied AgentsPerceptual modelsVirtual SensorsInteragent communicationModelling of groups and crowdsConversational agentsGoal driven behaviorInteraction with Virtual HumansIntelligent virtual actorsSocial behaviorEmotions and personalityAutonomous Virtual Human architecturesSimulation involving Virtual HumansAutonomous Virtual Humans in gamesVirtual EnvironmentsGesture and action recognitionHaptic interfacesAudiospaceSimulators (flight, car drive etc…)VR for emergencyVR for psychiatryVR for rehabilitationVirtual surgeryVirtual LifePlant development and growingL-systemsArtificial animals and animatsPopulation generationVirtual citiesPersistent worldsVisualizationMedical imaging and reconstructionMolecular graphicsFluid visualizationVisualization of physical phenomenaVolume rendering
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