为实时应用定制和填充动画数字人体模型

M. Kasap, N. Magnenat-Thalmann
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引用次数: 4

摘要

人体动画模型在计算机图形学应用中有着广泛的应用。创建这样的模型需要大量的设计工作,专门的硬件,如身体扫描仪,模型数据库和创作工具。定制这些角色或用它们创建虚拟人口需要多次设计工作或强大的计算机。在本文中,我们提出了一种基于单一模板动画人体模型的简单鲁棒方法来创建各种尺寸的人体。为了实现这一点,我们的方法使用附加到模型上的蒙皮信息。我们的方法以骨骼关节的位置为参考,自动将人体分割为其解剖区域。然后,通过使用人体测量标志作为参数,对区域进行变形,并使底层骨骼结构适应新的形态。我们的方法对不同尺寸的物体保持骨架网格的完整性。我们通过使用人体测量数据库来演示我们的方法,以生成从我们的单一模板模型生成的虚拟人类种群。
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Customizing and Populating Animated Digital Mannequins for Real-Time Application
Animated human body models are widely used in computer graphics applications. Creating such models requires extensive design efforts, specialized hardware such as body scanners, model databases and authoring tools. Customizing these characters or creating a virtual population with them requires multiple design efforts or powerful computers. In this paper we present a simple and robust method to create variously sized bodies based on a single template animated human body model. To achieve this, our method uses the skinning information attached to the model. By taking the positions of skeletal joints as a reference, our method automatically segments the body into its anatomical regions. Then, by using the anthropometric landmarks as parameters, the regions are deformed and the underlying skeletal structure is adapted to fit the new morphology. Our method preserves the skeleton-mesh integrity for variously sized bodies. We demonstrate our method by using a database of anthropometry measurements to generate a population of virtual humans generated from our single template model.
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