Andrew W. Feng

According to our database1, Andrew W. Feng authored at least 36 papers between 2012 and 2019.

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Bibliography

2019
Volumetric Video Capture using Unsynchronized, Low-cost Cameras.
Proceedings of the 14th International Joint Conference on Computer Vision, 2019

2018
Addressing Sexist Attitudes on a College Campus through Virtual Role-Play with Digital Doppelgangers.
Proceedings of the 18th International Conference on Intelligent Virtual Agents, 2018

Learning by Explaining to a Digital Doppelganger.
Proceedings of the Intelligent Tutoring Systems - 14th International Conference, 2018

Analyzing the Effect of Avatar Self-Similarity on Men and Women in a Search and Rescue Game.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Motion recognition of self and others on realistic 3D avatars.
Comput. Animat. Virtual Worlds, 2017

Just-in-time, viable, 3-D avatars from scans.
Comput. Animat. Virtual Worlds, 2017

Just-in-time, viable, 3d avatars from scans.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2017

A Dynamic Speech Breathing System for Virtual Characters.
Proceedings of the Intelligent Virtual Agents - 17th International Conference, 2017

2016
The effect of operating a virtual doppleganger in a 3D simulation.
Proceedings of the 9th International Conference on Motion in Games, 2016

Study comparing video-based characters and 3D-based characters on mobile devices for chat.
Proceedings of the 9th International Conference on Motion in Games, 2016

Do Avatars that Look Like Their Users Improve Performance in a Simulation?
Proceedings of the Intelligent Virtual Agents - 16th International Conference, 2016

Smart Mobile Virtual Characters: Video Characters vs. Animated Characters.
Proceedings of the Fourth International Conference on Human Agent Interaction, 2016

Rapid Photorealistic Blendshape Modeling from RGB-D Sensors.
Proceedings of the 29th International Conference on Computer Animation and Social Agents, 2016

2015
A fast and robust pipeline for populating mobile AR scenes with gamified virtual characters.
Proceedings of the SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications, 2015

Blendshapes from commodity RGB-D sensors.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Rapid photorealistic blendshapes from commodity RGB-D sensors.
Proceedings of the 19th Symposium on Interactive 3D Graphics and Games, San Francisco, CA, USA, February 27, 2015

Avatar reshaping and automatic rigging using a deformable model.
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games, 2015

Smart Mobile Virtual Humans: "Chat with Me!".
Proceedings of the Intelligent Virtual Agents - 15th International Conference, 2015

A Platform for Building Mobile Virtual Humans.
Proceedings of the Intelligent Virtual Agents - 15th International Conference, 2015

The Effect of An Animated Virtual Character on Mobile Chat Interactions.
Proceedings of the 3rd International Conference on Human-Agent Interaction, 2015

2014
Embodied Autonomous Agents.
Proceedings of the Handbook of Virtual Environments, 2014

Rapid avatar capture and simulation using commodity depth sensors.
Comput. Animat. Virtual Worlds, 2014

Fast, automatic character animation pipelines.
Comput. Animat. Virtual Worlds, 2014

Automatic acquisition and animation of virtual avatars.
Proceedings of the 2014 IEEE Virtual Reality, 2014

Rapid avatar capture and simulation using commodity depth sensors.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2014

Deformation, parameterization and analysis of a single locomotion cycle.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Acting the part: the role of gesture on avatar identity.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

Mobile personal healthcare mediated by virtual humans.
Proceedings of the 19th International Conference on Intelligent User Interfaces, 2014

2013
A simple method for high quality artist-driven lip syncing.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2013

Virtual character performance from speech.
Proceedings of the ACM SIGGRAPH / Eurographics Symposium on Computer Animation, 2013

A Practical and Configurable Lip Sync Method for Games.
Proceedings of the Motion in Games, 2013

The Case for Physics Visualization in an Animator's Toolset.
Proceedings of the GRAPP & IVAPP 2013: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2013

Towards higher quality character performance in previz.
Proceedings of the Symposium on Digital Production, 2013

2012
An example-based motion synthesis technique for locomotion and object manipulation.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

Automating the Transfer of a Generic Set of Behaviors onto a Virtual Character.
Proceedings of the Motion in Games - 5th International Conference, 2012

An Analysis of Motion Blending Techniques.
Proceedings of the Motion in Games - 5th International Conference, 2012


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