Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Realistic human figure synthesis and animation for VR applications
Realistic human figure synthesis and animation for VR applications
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
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
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Geometric constraint solver using multivariate rational spline functions
Proceedings of the sixth ACM symposium on Solid modeling and applications
An algebraic condition for the separation of two ellipsoids
Computer Aided Geometric Design
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Scattered Data Interpolation with Multilevel B-Splines
IEEE Transactions on Visualization and Computer Graphics
An Anatomy-Based Approach to Human Muscle Modeling and Deformation
IEEE Transactions on Visualization and Computer Graphics
Real-Time Animation of Realistic Virtual Humans
IEEE Computer Graphics and Applications
Problem Reduction to Parameter Space
Proceedings of the 9th IMA Conference on the Mathematics of Surfaces
Minimizing the distortion of affine spline motions
Graphical Models - Pacific graphics 2001
Sweeping Surface Generated by a Class of Generalized Quasi-cubic Interpolation Spline
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part II
Real-time individualized virtual humans
ACM SIGGRAPH ASIA 2008 courses
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We present a new approach to the modeling and deformation of a human or virtual character's arms and legs. Each limb is represented as a set of ellipsoids of varying size interpolated along a skeleton curve. A base surface is generated by approximating these ellipsoids with a swept ellipse, and the difference between that and the detailed shape of thearm or leg is represented as a displacement map. We demonstrate that the natural bending of arms and legs can be emulated using this approach, and show its effectiveness by articulating the limbs of a scanned human body and those of a virtual character.