Interacting with virtual and augmented worlds
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
GPU techniques for creating visually diverse crowds in real-time
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Adaptive Body, Motion and Cloth
Motion in Games
On scaling strategies for the full-body postural control of virtual mannequins
Interacting with Computers
Real-time individualized virtual humans
ACM SIGGRAPH ASIA 2008 courses
Sizing avatars from skin weights
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Parametric human body shape modeling framework for human-centered product design
Computer-Aided Design
Virtual try on: an application in need of GPU optimization
Proceedings of the ATIP/A*CRC Workshop on Accelerator Technologies for High-Performance Computing: Does Asia Lead the Way?
Interactive virtual try-on based on real-time motion capture
PCM'12 Proceedings of the 13th Pacific-Rim conference on Advances in Multimedia Information Processing
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We present an efficient technique for real-time human body model generation from sizing parameters. Based on a template model, various body sizes are generated according to the anthropometric measurement standards. These standards are used during the design stage of the template body model to segment it into regions where each region is deformed by corresponding measurement parameter. Depending on the anatomical shape of the regions, deformation functions with specific control parameters are blended to change the body sizes. Implementation of the deformation functions are based on splines and radial distance of the surface vertices. Before applying any deformation, displacement of the vertices are filtered to preserve the continuity between neighbouring and overlapping regions. With a set of high level parameters, this technique could be used to generate different size models in virtual environments.