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Customizing and Populating Animated Digital Mannequins for Real-Time Application

机译:为实时应用定制和填充动画数字模特

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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.
机译:动画人体模型广泛用于计算机图形应用程序。创建此类模型需要大量的设计工作,专用的硬件(例如,人体扫描仪,模型数据库和创作工具)。自定义这些角色或使用它们创建虚拟种群需要大量的设计工作或功能强大的计算机。在本文中,我们提出了一种简单而强大的方法,可以基于单个模板动画人体模型创建各种尺寸的身体。为此,我们的方法使用了附加到模型的蒙皮信息。通过以骨骼关节的位置为参考,我们的方法可以自动将人体分割成其解剖区域。然后,通过使用人体测量学界标作为参数,使区域变形,并调整基础骨骼结构以适应新的形态。我们的方法为各种尺寸的物体保留了骨架网格物体的完整性。我们通过使用人体测量学测量数据库来展示从我们的单个模板模型生成的虚拟人类群体来展示我们的方法。

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