Game Development Reference
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eters, even in unconstrained environments. Moreover, in modeling, dynamics and
kinematics should be thoroughly exploited, while in motion recognition, generic
human actions should be tackled.
In addition to the aforementioned issues, the reduction of the processing time is
still nowadays one of the milestones in human body modeling. It is highly
dependent on two factors: on the one hand, computational complexity and, on the
other hand, current technology. Taking into account the last years' evolution, we
can say that computational complexity will not be significantly reduced during the
years ahead. On the contrary, improvements in the current technology have
become commonplace (e.g., reduction in acquisition and processing times,
increase in the memory size). Therefore, algorithms that nowadays are
computationally prohibitive, are expected to have a good performance with the
next technologies. The latter gives rise to a promising future for HBM applica-
tions and, as an extension, to non-rigid object modeling in general.
The area of human body modeling is growing considerably fast. Therefore, it is
expected that most of the current drawbacks will be solved efficiently through
the next years. According to the current trend, human body modeling will remain
as an application-oriented research field, i.e., the need will dictate the kind of
systems that will be developed. Thus, it will be difficult to see general techniques
that are valid for all of the cases.
References
Aggarwal, J. K. & Cai, Q. (1999). Human motion analysis: A review. Computer
Vision and Image Understanding , 73 (3), 428-440.
Ali, A. & Aggarwal, J.K. (2001). Segmentation and recognition of continuous
human activity. IEEE Workshop on Detection and Recognition of
Events in Video. Vancouver, Canada.
Aubel, A., Boulic, R. & Thalmann D. (2000). Real-time display of virtual
humans: Levels of details and impostors. IEEE Trans. on Circuits and
Systems for Video Technology, Special Issue on 3D Video Technology,
10 (2), 207-217.
Ayers, D. & Shah, M. (2001). Monitoring human behavior from video taken in
an office environment. Image and Vision Computing, 19 (12), 833-846.
Balcisoy, S., Torre, R., Ponedr, M., Fua, P. & Thalmann, D. (2000). Augmented
reality for real and virtual humans. Symposium on Virtual Reality Soft-
ware Technology . Geneva, Switzerland.
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