2004 · 27 citations · 20 references
ArchitectureComputer Science3D ModelingComputer GraphicsGeometric ModelingCharacter AnimationCharacter ModelingGeometry ProcessingKinematic ModelingShape DeformationShape InterpolationAnatomical Deformation ModelingArticulated Body SimulationBendingDisplacementHuman Body ReconstructionPhysically Based Character SimulationSkeletal Motion ModelingSkeleton-based Animation
We present a new approach to the modeling and deformation of a human or virtual character's arm 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 the arm 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.
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