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.
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Hyun, DE., Yoon, SH., Chang, JW. et al. Sweep-based human deformation. Visual Comput 21, 542–550 (2005). https://doi.org/10.1007/s00371-005-0343-x
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DOI: https://doi.org/10.1007/s00371-005-0343-x