Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th 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
An automatic modeling of human bodies from sizing parameters
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Parameterized Human Body Model for Real-Time Applications
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
GPU techniques for creating visually diverse crowds in real-time
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Technical Section: Stream-based animation of real-time crowd scenes
Computers and Graphics
Avatar customization based on human body measurements
SIGGRAPH Asia 2012 Posters
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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In current computer games and simulation environments, individuality of virtual character bodies are mainly constructed using different textures and accessories. However, this type of modeling generates anthropometrically similar shapes due to the reliance on a single or few body models. Alternatively, using large variety of body size models require larger storage resources and design efforts. We present an efficient method for generating and storing variety of body size models derived from a skinned template. Our method doesn't require additional design efforts and uses the existing skinning data that are already attached to the template model. Algorithm used for sizing the model is based on anthropometric body measurement standards that are used in ergonomic design application. Resulting new body size models use the same skinning information for animation by adapting the underlying skeleton according to the anthropometric parameters. Our developed system is useful in CAD applications from ergonomic design of cloths to parametrically resizing avatars.