Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
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
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Large steps in cloth simulation
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
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
Interactive animation of structured deformable objects
Proceedings of the 1999 conference on Graphics interface '99
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A Fast, Flexible, Particle-System Model for Cloth Draping
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
An automatic modeling of human bodies from sizing parameters
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Comparing Efficiency of Integration Methods for Cloth Simulation
CGI '01 Computer Graphics International 2001
Virtual People: Capturing Human Models to Populate Virtual Worlds
CA '99 Proceedings of the Computer Animation
GENESIS: Generation of E-Population Based on Statistical Information
CA '02 Proceedings of the Computer Animation
Automated Body Modeling from Video Sequences
MPEOPLE '99 Proceedings of the IEEE International Workshop on Modelling People
3D human body model acquisition from multiple views
ICCV '95 Proceedings of the Fifth International Conference on Computer Vision
Estimating cloth simulation parameters from video
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Synthesizing animatable body models with parameterized shape modifications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Made-to-Measure Technologies for an Online Clothing Store
IEEE Computer Graphics and Applications
A system for articulated tracking incorporating a clothing model
Machine Vision and Applications
Using Asset Teams to Design Mass-Customizable Next-to-Skin Apparel
Computer Supported Cooperative Work in Design IV
Silhouette based generic model adaptation for marker-less motion capturing
Proceedings of the 2nd conference on Human motion: understanding, modeling, capture and animation
Free viewpoint virtual try-on with commodity depth cameras
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Personalized model deformation based on slice space representation
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
Generating diverse ethnic groups with genetic algorithms
Proceedings of the 18th ACM symposium on Virtual reality software and technology
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Highly realistic virtual human models are rapidly becoming commonplace in computer graphics. These models, often represented by complex shape and requiring labor-intensive process, challenge the problem of automatic modeling. The problem and solutions to automatic modeling of animatable virtual humans are studied. Methods for capturing the shape of real people, parameterization techniques for modeling static shape (the variety of human body shapes) and dynamic shape (how the body shape changes as it moves) of virtual humans are classified, summarized and compared. Finally, methods for clothed virtual humans are reviewed.