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


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.


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


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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

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