Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Performance-driven facial animation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications - Special issue on computer-aided geometric design
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Computer facial animation
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
Retargetting motion to new characters
Proceedings of the 25th 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
Synthesizing realistic facial expressions from photographs
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A morphable model for the synthesis of 3D faces
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Shape transformation using variational implicit functions
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
The digital Michelangelo project: 3D scanning of large statues
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Reconstruction and representation of 3D objects with radial basis functions
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Consistent mesh parameterizations
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Computer animation: algorithms and techniques
Computer animation: algorithms and techniques
Hybrid Anatomically Based Modeling of Animals
CA '98 Proceedings of the Computer Animation
Modeling and Deformation of the Human Body using an Anatomically-Based Approach
CA '98 Proceedings of the Computer Animation
3D human body model acquisition from multiple views
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Anatomy-based surface generation for articulated models of human figures
Anatomy-based surface generation for articulated models of human figures
Anatomically-based models for physical and geometric reconstruction of humans and other animals
Anatomically-based models for physical and geometric reconstruction of humans and other animals
Construction and animation of anatomically based human hand models
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Anatomy-based face reconstruction for animation using multi-layer deformation
Journal of Visual Languages and Computing
Generic-model based human-body modeling
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
SMI 2013: Shape modeling for animated characters using ordinary differential equations
Computers and Graphics
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An semi-automatic technique for creating 3D models of creatures suitable for animation is presented. An anatomically based canonical model is deformed, given a sparse set of feature points derived from measurements describing the target animal. The layered canonical model is built on top of an articulated structure hierarchy and contains a representation of the animal's skeleton, muscles, and skin. The joint hierarchy and associated body components are transformed based on the input data. A denser set of feature points is then automatically generated from the new underlying structural components. The feature points are used to deform the attached mesh skin representation, using a segmented interpolation approach. Results are shown using measurements from a scale model and from a live horse. Our main contributions are (1) a novel approach for automatically reconstructing complete jointed creatures from an anatomically based canonical model of similar structure; and (2) an integrated application of skin interpolation for both morphing and animation. In this research, we have addressed the problem in the context of modeling and animating horses; however, the general techniques that we have developed could be applied to a wide range of creatures, at the cost of constructing a canonical model for each creature type.