IEEE Computer Graphics and Applications
Mathematical elements for computer graphics
Mathematical elements for computer graphics
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Towards model-based recognition of human movements in image sequences
CVGIP: Image Understanding
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Robot Manipulators: Mathematics, Programming, and Control
Robot Manipulators: Mathematics, Programming, and Control
Model-Based Analysis of Hand Posture
IEEE Computer Graphics and Applications
Tight Bound on Johnson's Algoritihm for Max-SAT
CCC '97 Proceedings of the 12th Annual IEEE Conference on Computational Complexity
Virtual clothes, Hair and Skin for Beautiful Top Models
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
Fast Realistic Human Body Deformations for Animation and VR Applications
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
3-D model-based tracking of humans in action: a multi-view approach
CVPR '96 Proceedings of the 1996 Conference on Computer Vision and Pattern Recognition (CVPR '96)
Estimation of 3-D pose and shape from a monocular image sequence and real-time human tracking
NRC '97 Proceedings of the International Conference on Recent Advances in 3-D Digital Imaging and Modeling
3D modeling of human hand with motion constraints
NRC '97 Proceedings of the International Conference on Recent Advances in 3-D Digital Imaging and Modeling
3-D surface reconstruction from stereoscopic image sequences
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Speech dialogue with facial displays: multimodal human-computer conversation
ACL '94 Proceedings of the 32nd annual meeting on Association for Computational Linguistics
Automated Acquisition of Lifelike 3D Human Models from Multiple Posture Data
CAIP '01 Proceedings of the 9th International Conference on Computer Analysis of Images and Patterns
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This contribution describes the creation of highlyrealistic 3D models of participants for distributed 3Dvideoconferencing systems. These models consist of a flexibletriangular mesh surrounding an interior skeleton structure, which isbased on a simplified human skeleton. The vertices of the predefinedmesh template are arranged in rigid rings along the bones of theskeleton. Using 3D data obtained by a stereoscopic approach the sizeand shape of this initial mesh is adapted to the real person.Adaptation allows to texture the model from real images leading to anatural impression. The mesh organization in rigid rings gives anefficient way for surface deformation according to the skeletonmovements. The resulting model is transmitted once and subsequentlyanimated using the simple parameter set of the interior skeletonstructure.