Realistic rendering of a multi-layered human body model
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Abstract
In this thesis study, a framework is proposed and implemented for the realistic rendering of a multi-layered human body model while it is moving. The proposed human body model is composed of three layers: a skeleton layer, a muscle layer, and a skin layer. The skeleton layer, represented by a set of joints and bones, controls the animation of the human body model using inverse kinematics. Muscles are represented by action lines, which are defined by a set of control points. The action line expresses the force produced by a muscle on the bones and on the skin mesh. The skin layer is modeled in a 3D modeler and deformed during animation by binding the skin layer to both the skeleton layer and the muscle layer. The skin is deformed by a two-step algorithm according to the current state of the skeleton and muscle layers. In the first step, the skin is deformed by a variant of the skinning algorithm, which deforms the skin based on the motion of the skeleton. In the second step, the skin is deformed by the underlying muscular layer. Visual results produced by the implementation is also presented. Performance experiments show that it is possible to obtain real-time frame rates for a moderately complex human model containing approximately 33,000 triangles on the skin layer