Realistic rendering and animation of a multi-layered human body model

Date
2006
Advisor
Instructor
Source Title
Tenth International Conference on Information Visualisation (IV'06)
Print ISSN
1093-9547
Electronic ISSN
Publisher
IEEE
Volume
Issue
Pages
785 - 790
Language
English
Type
Conference Paper
Journal Title
Journal ISSN
Volume Title
Abstract

A framework for realistic rendering of a multi-layered human body model is proposed in this paper. The human model is composed of three layers: skeleton, muscle, and skin. The skeleton layer, represented by a set of joints and bones, controls the animation of the human body using inverse kinematics. Muscles are represented with action lines that are defined by a set of control points. An action line applies the force produced by a muscle on the bones and on the skin mesh. The skin layer is modeled as a 3D mesh and deformed during animation by binding the skin layer to both the skeleton and muscle layers. The skin is deformed by a two-step algorithm according to the current state of the skeleton and muscle layers. 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. © 2006 IEEE.

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Keywords
Action line, Inverse kinematics, Multi-layered human models, Rendering, Skinning, Animation, Bone, Information analysis, Information science, Information systems, Inverse kinematics, Skin, Visualization, 3D meshes, control points, Current state, Human bodies, human modelling, Human-Body-Model (BMG), Information visualization, Multi-layered, Muscle layers, Real time frame rates, Realistic rendering, Skin layers, Muscle
Citation
Published Version (Please cite this version)