Realistic rendering and animation of a multi-layered human body model
buir.contributor.author | Güdükbay, Uğur | |
dc.citation.epage | 790 | en_US |
dc.citation.spage | 785 | en_US |
dc.contributor.author | Yeşil, Mehmet Şahin | en_US |
dc.contributor.author | Güdükbay, Uğur | en_US |
dc.coverage.spatial | London, England, UK | en_US |
dc.date.accessioned | 2016-02-08T11:47:32Z | |
dc.date.available | 2016-02-08T11:47:32Z | |
dc.date.issued | 2006 | en_US |
dc.department | Department of Computer Engineering | en_US |
dc.description | Date of Conference: 5-7 July 2006 | en_US |
dc.description.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. | en_US |
dc.description.provenance | Made available in DSpace on 2016-02-08T11:47:32Z (GMT). No. of bitstreams: 1 bilkent-research-paper.pdf: 70227 bytes, checksum: 26e812c6f5156f83f0e77b261a471b5a (MD5) Previous issue date: 2006 | en |
dc.identifier.doi | 10.1109/IV.2006.89 | en_US |
dc.identifier.issn | 1093-9547 | en_US |
dc.identifier.uri | http://hdl.handle.net/11693/27207 | en_US |
dc.language.iso | English | en_US |
dc.publisher | IEEE | en_US |
dc.relation.isversionof | http://dx.doi.org/10.1109/IV.2006.89 | en_US |
dc.source.title | Tenth International Conference on Information Visualisation (IV'06) | en_US |
dc.subject | Action line | en_US |
dc.subject | Inverse kinematics | en_US |
dc.subject | Multi-layered human models | en_US |
dc.subject | Rendering | en_US |
dc.subject | Skinning | en_US |
dc.subject | Animation | en_US |
dc.subject | Bone | en_US |
dc.subject | Information analysis | en_US |
dc.subject | Information science | en_US |
dc.subject | Information systems | en_US |
dc.subject | Inverse kinematics | en_US |
dc.subject | Skin | en_US |
dc.subject | Visualization | en_US |
dc.subject | 3D meshes | en_US |
dc.subject | control points | en_US |
dc.subject | Current state | en_US |
dc.subject | Human bodies | en_US |
dc.subject | human modelling | en_US |
dc.subject | Human-Body-Model (BMG) | en_US |
dc.subject | Information visualization | en_US |
dc.subject | Multi-layered | en_US |
dc.subject | Muscle layers | en_US |
dc.subject | Real time frame rates | en_US |
dc.subject | Realistic rendering | en_US |
dc.subject | Skin layers | en_US |
dc.subject | Muscle | en_US |
dc.title | Realistic rendering and animation of a multi-layered human body model | en_US |
dc.type | Conference Paper | en_US |
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