Animating scanned human models

dc.contributor.authorOliveira, João Fradinho
dc.contributor.authorZhang, Dongliang
dc.contributor.authorSpanlang, Bernhard
dc.contributor.authorBuxton, Bernard
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-04-09T07:29:18Z
dc.date.available2013-04-09T07:29:18Z
dc.date.issued2003
dc.description.abstractWe present techniques for automatically creating and animating models obtained from human whole body scanned data. A layered model is developed in which the underlying skeleton, simplified surface and mapping of the surface to the skeletal structure are generated without manual intervention. External body landmarks such as those employed in anthropometric surveys are used to obtain the skeleton, these landmarks are then reused to help map the model surface consistently to the skeleton. The main contribution of this work is to show how automatically or even manually extracted surface landmarks greatly simplify the task of skeleton generation and surface bone mapping, the later uses surface connectivity to grow surface regions as opposed to conventional volume searches. The techniques are illustrated by animation from motion capture data in which a vertex blending technique is used to create continuous and smooth deformation.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.identifier.citationJournal of WSCG. 2003, vol. 11, no. 1-3.en
dc.identifier.issn1213-6972
dc.identifier.urihttp://wscg.zcu.cz/wscg2003/Papers_2003/J29.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1612
dc.language.isoenen
dc.publisherUNION Agency – Science Presscs
dc.relation.ispartofseriesJournal of WSCGen
dc.rights© UNION Agency – Science Presscs
dc.rights.accessopenAccessen
dc.subjectlidský modelcs
dc.subjectpočítačová animacecs
dc.subjectskenovánícs
dc.subject.translatedhuman modelen
dc.subject.translatedcomputer animationen
dc.subject.translatedscanningen
dc.titleAnimating scanned human modelsen
dc.typečlánekcs
dc.typearticleen
dc.type.statusPeer-revieweden
dc.type.versionpublishedVersionen

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