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From Perception to Interaction with Virtual Characters.

, , , , and . Eurographics (Tutorials), page 5-31. Eurographics Association, (2020)

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Improving blendshape performance for crowds with GPU and GPGPU techniques., , , and . MIG, page 73-78. ACM, (2016)Clothing the Masses: Real-Time Clothed Crowds With Variation., , , , and . Eurographics (Short Presentations), page 103-106. Eurographics Association, (2006)Smooth movers: perceptually guided human motion simulation., , and . Symposium on Computer Animation, page 259-269. Eurographics Association, (2007)Learning 3D Head Pose From Synthetic Data: A Semi-Supervised Approach., , , , and . IEEE Access, (2021)Adversarial gesture generation with realistic gesture phasing., , and . Comput. Graph., (2020)NeuroDog: Quadruped Embodiment using Neural Networks., , and . Proc. ACM Comput. Graph. Interact. Tech., 6 (3): 38:1-38:19 (August 2023)Is Photorealism Important for Perception of Expressive Virtual Humans in Virtual Reality?, , and . ACM Trans. Appl. Percept., 16 (3): 14:1-14:19 (2019)Clone attack! Perception of crowd variety., , , , and . ACM Trans. Graph., 27 (3): 26 (2008)To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces., , , , , , and . ACM Trans. Graph., 34 (6): 184:1-184:12 (2015)Investigating the use of recurrent motion modelling for speech gesture generation., and . IVA, page 93-98. ACM, (2018)