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Hansrudi Noser

dblp:98/941 · DBLP profile ↗
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10ranked-venue papers
9as first author
0since 2021 · last 2003
0000-0002-8337-4416ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 10 · 9 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 57% Computer animation and physical simulation · 43%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality › virtual environment
networked virtual environment
0.012003
Distributed Virtual Reality Environments Based on Rewriting Systems · IEEE Trans. Vis. Comput. Graph. 2003
Computer animation and physical simulation › procedural animation
behavioral animation
0.022003
A Rule-Based Interactive Behavioral Animation System for Humanoids · IEEE Trans. Vis. Comput. Graph. 1999
Distributed Virtual Reality Environments Based on Rewriting Systems · IEEE Trans. Vis. Comput. Graph. 2003
Virtual and augmented reality
virtual environment
0.011999
A Rule-Based Interactive Behavioral Animation System for Humanoids · IEEE Trans. Vis. Comput. Graph. 1999

Methods — techniques the papers use, named apart from their topics

rewriting systems · 0.0interactive animation · 0.0speech recognition · 0.0production rule system · 0.0particle system · 0.0l-systems · 0.0
YearPublicationVenuePosition
2003 Distributed Virtual Reality Environments Based on Rewriting Systems
abstract
Ideally, virtual worlds should be dynamic, mutable, and complex in order to be attractive for immersed users. As such worlds can be designed easily by rewriting techniques, we propose a distributed Virtual Reality (VR) system that is based on an interactive animation system using a rewriting technique for geometric and behavioral modeling. The emphasis is on concepts and extensions for the integration of user immersion, user interaction, and networking into a rewriting-based animation system, Finally, the modeling of a ball game with two immersed users, as well as a virtual park, serve as case studies to illustrate the proposed concepts and extensions.
Hansrudi Noser, Christian Stern, Peter Stucki
IEEE Trans. Vis. Comput. Graph.1
2002 Lworld: An Animation System Based on Rewriting
abstract
Lworld is a computer graphics animation system based on L-systems, a parallel rewriting technique used primarily in computer graphics for plant modeling. Because rule-based programming is a powerful technique, we use it as a basis for a general-purpose animation system. We describe the architecture, the features, and the programming language of the animation system. It is particularly well suited to model fractal curves, plants, fractal landscapes, group animation, visualization, and evolutionary optimizations. Lworld allows users to create real-time animations as well as raytraced image sequences for further movie production. It is freely available, and runs on PCs.
Hansrudi Noser
PG1
2001 Integration of optimization by genetic algorithms into an L-system-based animation system
abstract
In computer graphics L-systems represent a powerful rule-based language for modeling complex objects and their animation. However, designing objects and animations by rules is a difficult task because designers often cannot foresee the consequences of rules. This is especially true for non-experts in the domain. Therefore, we propose to enhance an L-system based animation system with evolutionary features based on genetic algorithms (GAs). These features support the designers' task of interactively modeling objects and animations. Starting from an initial population of L-system-defined objects, the computer proposes iteratively new populations based on fitness value that are determined by the designers' creative or functional criteria. Moreover, automatic optimization of L-system-defined objects/animations is possible if an appropriate fitness function can be found for a given problem. We present a concept to integrate optimization by genetic algorithms into an L-system based animation system. Typical examples, such as automatic function optimization and creative interactive design of objects, illustrate our work.
Hansrudi Noser, Peter Stucki, Hans-Peter Walser
CA1
1999 A Rule-Based Interactive Behavioral Animation System for Humanoids
abstract
We present a versatile, behavioral, and rule-based animation system that includes autonomous humanoid actors whose behavior is based on synthetic sensors that are used for perceiving the virtual environment. We combine the following in a consistent approach: L-systems, a behavioral production rule system; a particle system; an acoustic environment model, including a speech recognition module; a virtual life network; and a humanoid library. Together, these systems create a real-time-structured virtual environment that both high-level autonomous humanoids and interactive users can easily share.
Hansrudi Noser, Daniel Thalmann
IEEE Trans. Vis. Comput. Graph.1
1998 Sensor-based synthetic actors in a tennis game simulation
Hansrudi Noser, Daniel Thalmann
Vis. Comput.1
1997 Sensor Based Synthetic Actors in a Tennis Game Simulation
abstract
We propose a model of a tennis game simulation with synthetic actors as players and a referee. The behaviour of these actors is based on their synthetic vision and audition. Physical modeling of the ball dynamic and sound rendering enhance realism. An interactive user can also play against a synthetic actor by using a Space Ball.
Hansrudi Noser, Daniel Thalmann
Computer Graphics International1
1996 The Animation of Autonomous Actors Based on Production Rules
abstract
We present a formal theory of a behavioral L-system and describe as application a real time structured L-system interpreter. The behavioral L-system is a timed, conditional, stochastic, parametric and environmentally sensitive L-system which allows besides the modeling of plant and fractal development the description and animation of autonomous actors completely defined by production rules. A virtual environment including geometric objects, force fields and sounds and the behaviors of actors can be defined using the same formalism of the behavioral L-systems.
Hansrudi Noser, Daniel Thalmann
CA1
1995 Navigation for digital actors based on synthetic vision, memory, and learning
Hansrudi Noser, Olivier Renault, Daniel Thalmann, Nadia Magnenat-Thalmann
Comput. Graph.1
1995 Synthetic Vision and Audition for Digital Actors
abstract
Abstract We present an overview of some principles of synthetic vision and audition for digital autonomous actors in virtual worlds. After a short review of the state‐of‐the‐art we focus on some aspects of synthetic vision and virtual world constraints. Then, we present a simple real time structured sound renderer. This sound renderer is used as audition channel for synthetic and real actors and synchronized sound track generator for video film productions.
Hansrudi Noser, Daniel Thalmann
Comput. Graph. Forum1
1994 Automatic derivation of curved human walking trajectories from synthetic vision
abstract
The scope of this paper is to propose a system for the automatic derivation of a human curved walking trajectory from the analysis provided by its synthetic vision module. The study context is a planar environment with still and sparse foothold locations. A general methodology associates the two low-level modules of vision and walking with a planification module which establishes the middle term path from the knowledge of the visualized environment. The planification is made under the constraint of minimizing the distance, the speed variation and the curvature cost. Moreover, the planification may trigger the alternate walking motion whenever the decreasing in curvature cost is higher than the associated increasing in speed variation cost due to the corresponding halt and restart. Finally, the characteristic of the next step location is derived in the context of a constant velocity walking motion along a circular trajectory.>
Ronan Boulic, Hansrudi Noser, Daniel Thalmann
CA2