Sweep-based human deformation

Dae Eun Hyun, Seung Hyun Yoon, Jung Woo Chang, Jun Kyung Seong, Myung Soo Kim, Bert Jüttler

Research output: Contribution to journalArticle

52 Citations (Scopus)

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.

Original languageEnglish
Pages (from-to)542-550
Number of pages9
JournalVisual Computer
Volume21
Issue number8-10
DOIs
Publication statusPublished - 2005 Sep 1
Externally publishedYes

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Keywords

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

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Software

Cite this

Hyun, D. E., Yoon, S. H., Chang, J. W., Seong, J. K., Kim, M. S., & Jüttler, B. (2005). Sweep-based human deformation. Visual Computer, 21(8-10), 542-550. https://doi.org/10.1007/s00371-005-0343-x