Advertisement

The Visual Computer

, Volume 21, Issue 8–10, pp 542–550 | Cite as

Sweep-based human deformation

  • Dae-Eun Hyun
  • Seung-Hyun Yoon
  • Jung-Woo Chang
  • Joon-Kyung Seong
  • Myung-Soo Kim
  • Bert Jüttler
original article

Abstract

We present a sweep-based approach to human body modeling and deformation. A rigid 3D human model, given as a polygonal mesh, is approximated with control sweep surfaces. The vertices on the mesh are bound to nearby sweep surfaces and then follow the deformation of the sweep surfaces as the model bends and twists its arms, legs, spine and neck. Anatomical features including bone-protrusion, muscle-bulge, and skin-folding are supported by a GPU-based collision detection procedure. The volumes of arms, legs, and torso are kept constant by a simple control using a volume integral formula for sweep surfaces. We demonstrate the effectiveness of this sweep-based human deformation in several test animation clips.

Keywords

Human modeling and deformation Sweep surface Vertex binding Shape blending Anatomical features Volume preservation 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Allen, B., Curless, B., Popović, Z.: Articulated body deformation from range scan data. ACM Transactions on Graphics, 21(3):612–619 (2002)Google Scholar
  2. 2.
    Allen, B., Curless, B., Popovic, Z.: The space of human body shapes: reconstruction and parametrization from range scans. ACM Transactions on Graphics, 21(3):587–594 (2003)Google Scholar
  3. 3.
    Aubel, A., Thalmann, D.: Interactive modeling of the human musculature. In: Proceedings of Computer Animation 2001, 167–73 (2001)Google Scholar
  4. 4.
    Botsch, M., Kobbelt, L.: Multiresolution surface representation based on displacement volumes. Computer Graphics Forum, 22(3):483–491 (2003)Google Scholar
  5. 5.
    Chadwick, J., Haumann, D., Parent, R.: Layered construction for deformable animated characters. Proceedings of ACM SIGGRAPH 1989, 243–252 (1989)Google Scholar
  6. 6.
    Foley, J., van Dam, A., Feiner, S., Hughes, J.: Computer Graphics: Principles and Practice, 2nd Ed. Addison-Wesley, Reading, Mass (1990)Google Scholar
  7. 7.
    Govindaraju, N., Redon, S., Lin, M., Manocha, D.: CULLIDE: interactive collision detection between complex models in large environments using graphics hardware. In: Proceedings of Eurographics/SIGGRAPH Workshop on Graphics Hardware 2003, 25–32 (2003)Google Scholar
  8. 8.
    Hilton, A., Starck, J., Collins, G.: From 3D shape capture to animated models. In: Proceedings of 3D PVT 2002, 246–257 (2002)Google Scholar
  9. 9.
    Hyun, D.-E., Yoon, S.-H., Kim, M.-S., Jüttler, B.: 2003. Modeling and deformation of arms and legs based on ellipsoidal sweeping. In: Proceedings of Pacific Graphics 2003, IEEE Computer Society, 204–212 (2003)Google Scholar
  10. 10.
    Karla, P., Magnenat-Thalmann, N., Moccozet, L., Sannier, G., Aubel, A., Thalmann, D.: Real-time animation of realistic virtual humans. IEEE Computer Graphics and Applications, 42–56 (1998)Google Scholar
  11. 11.
    Kaydara Inc. FiLMBOX Reference Guide (2001)Google Scholar
  12. 12.
    Kry, P. G., James, D. L., Pai., D. K. Eigenskin: real time large deformation character skinning in hardware. In: Proc. of ACM SIGGRAPH Symposium on Computer Animation 2002, 153–160Google Scholar
  13. 13.
    Alias-Wavefront Technology: Maya 5.0 Users Manual(2003)Google Scholar
  14. 14.
    Mohr, A., Gleicher, M.: Building efficient, accurate character skins from examples. ACM Transactions on Graphics, 22(3):562–568 (2003)Google Scholar
  15. 15.
    Scheepers, F., Parent, R., Carlson, W., May, S.: Anatomy-based modeling of the human musculature. Proceedings of ACM SIGGRAPH 1997, 163–172 (1997)Google Scholar
  16. 16.
    Seo, H., Magnenat-Thalmann, N.: An example-based approach to human body manipulation. Graphical Models 66, 1–23 (2004)Google Scholar
  17. 17.
    Sheynin, S., Tuzikov, A., Vasiliev, P.: Volume computation from nonparallel cross-section measurements. Pattern Recognition and Image Analysis 13, 1, 174–176 (2003)Google Scholar
  18. 18.
    Singh, K., Kokkevis, E.: Skinning characters using surface oriented free-form deformations. In: Proceedings of Graphics Interface 2000, 35–42 (2000)Google Scholar
  19. 19.
    Starck, J., Collins, G., Smoth, R., Hilton, A., Illingworth, J.: Animated statues. Machine Vision and Applications 14, 4, 248–259 (2002)Google Scholar
  20. 20.
    Wang, X. C., Phillips, C.: Multi-weight enveloping: least-squares approximation techniques for skin animation. In: Proceedings of ACM SIGGRAPH Symposium on Computer Animation 2002, 129–138 (2002)Google Scholar
  21. 21.
    Wilhelms, J., Gelder, A. V.: Anatomically based modeling. Proceedings of ACM SIGGRAPH 1997, 173–180 (1997)Google Scholar

Copyright information

© Springer-Verlag 2005

Authors and Affiliations

  • Dae-Eun Hyun
    • 1
  • Seung-Hyun Yoon
    • 2
  • Jung-Woo Chang
    • 2
  • Joon-Kyung Seong
    • 2
  • Myung-Soo Kim
    • 2
  • Bert Jüttler
    • 3
  1. 1.Samsung ElectronicsSuwonKorea
  2. 2.School of Computer Science and EngineeringSeoul National UniversitySeoulKorea
  3. 3.Institute of Applied GeometryJohannes Kepler UniversityLinzAustria

Personalised recommendations