Numerical recipes in C: the art of scientific computing
Numerical recipes in C: the art of scientific computing
A morphable model for the synthesis of 3D faces
Proceedings of the 26th 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
Head shop: generating animated head models with anatomical structure
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
An automatic modeling of human bodies from sizing parameters
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Automatic modeling of virtual humans and body clothing
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
Human hand modeling from surface anatomy
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
GPU techniques for creating visually diverse crowds in real-time
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Static and Dynamic Human Shape Modeling
ICDHM '09 Proceedings of the 2nd International Conference on Digital Human Modeling: Held as Part of HCI International 2009
Variety Is the Spice of (Virtual) Life
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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Based on an existing modeller that can generate realistic and controllable whole-body models, we introduce our modifier synthesizer for obtaining higher level of manipulations of body models by using parameters such as fat percentage and hip-to-waist ratio. Users are assisted in automatically modifying an existing model by controlling the parameters provided. On any synthesized model, the underlying bone and skin structure is properly adjusted, so that the model remains completely animatable using the underlying skeleton. Based on statistical analysis of data models, we demonstrate the use of body attributes as parameters in controlling the shape modification of the body models while maintaining the distinctiveness of the individual as much as possible.