Modeling and Animating Virtual Humans

Frank Hülsken, Christian Eckes, R. Kuck, Jörg Unterberg, S. Jörg
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引用次数: 24

Abstract

We report on the workflow for the creation of realistic virtual anthropomorphic characters. 3D-models of human heads have been reconstructed from real people by following a structured light approach to 3D-reconstruction. We describe how these high-resolution models have been simplified and articulated with blend shape and mesh skinning techniques to ensure real-time animation. The full-body models have been created manually based on photographs. We present a system for capturing whole body motions, including the fingers, based on an optical motion capture system with 6 DOF rigid bodies and cybergloves. The motion capture data was processed in one system, mapped to a virtual character and visualized in real-time. We developed tools and methods for quick post processing. To demonstrate the viability of our system, we captured a library consisting of more than 90 gestures.
建模和动画虚拟人
一种计算离散、移动窗口和非循环傅立叶变换的装置,特别适用于脉冲压缩雷达信号的处理。该装置包括N级,根据输入信号的样本,每个级给出如下形式的信号:(1)X’km+1 = X’km+ X’m+N - X’m(2)(3)其中k为级的指标(O
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
自引率
0.00%
发文量
2
审稿时长
8 weeks
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