Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Extended free-form deformation: a sculpturing tool for 3D geometric modeling
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Simple constrained deformations for geometric modeling and interactive design
ACM Transactions on Graphics (TOG) - Special issue on interactive sculpting
Geometric deformation by merging a 3D-object with a simple shape
GI '96 Proceedings of the conference on Graphics interface '96
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
An anthropometric face model using variational techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Wires: a geometric deformation technique
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
NURBS-Based Free-Form Deformations
IEEE Computer Graphics and Applications
Modeling and Deformation of the Human Body using an Anatomically-Based Approach
CA '98 Proceedings of the Computer Animation
Global and local deformations of solid primitives
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Modeling and Deformation of Arms and Legs Based on Ellipsoidal Sweeping
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
An example-based approach to human body manipulation
Graphical Models
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Creating and Simulating Skeletal Muscle from the Visible Human Data Set
IEEE Transactions on Visualization and Computer Graphics
NURBS-based Galerkin method and application to skeletal muscle modeling
Proceedings of the 2005 ACM symposium on Solid and physical modeling
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Superquadrics and Angle-Preserving Transformations
IEEE Computer Graphics and Applications
Parameterized Human Body Model for Real-Time Applications
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
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This tutorial will present the latest techniques to model fast individualized animatable virtual humans for Real-Time applications. As a human is composed of a head and a body, we will analyze how these two parts can be modeled and globally animated as in real-life. More precisely, we will show how we can model and deform human bodies and heads. Facial animation will be also addressed from motion facial capture and voice to the simulation of interactive realistic talking virtual humans, including personality models and complete body gestures. We will describe how we can model crowds in realtime using dynamic meshes, static meshes and impostors. Techniques to introduce variety in crowds including individual animation with accessories will be explained.