By Nikos Sarris, Michael G. Strintzis
3D Modeling and Animation: Synthesis and research innovations for the Human physique covers the parts of modeling and animating 3D artificial human types at a degree that's important to scholars, researchers, software program builders and content material turbines. The reader should be offered with the newest, research-level, innovations for the research and synthesis of nonetheless and relocating human our bodies, with specific emphasis in facial and gesture features.
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Extra resources for 3d modeling and animation : synthesis and analysis techniques for the human body
Trans. on Pattern Analysis and Machine Intelligence, 21(12), 1241-1247. Cédras, C. & Shah, M. (1995). Motion-based recognition: A survey. Image and Vision Computing, 13(2), 129-155. Cham, T. J. & Rehg, J. M. (1999). A multiple hypothesis approach to figure tracking. Computer Vision and Pattern Recognition, 2, 239-245. Cohen, I. & Lee, M. (2002). 3D body reconstruction for immersive interaction. Second International Workshop on Articulated Motion and Deformable Objects. Palma de Mallorca, Spain.
The structure of the Face node (Figure 1a) allows the geometric representation of the head as a collection of meshes, where the face consists of a unique mesh (Figure 2a). The shape and the appearance of the face is controlled by the FDP (Facial Definition Parameter) node through the faceSceneGraph node for the geometry, and the textureCoord and useOrthoTexture fields for the texture. Moreover, a standardized number of control points are attached to the face mesh through the featurePointsCoord field as shown in Figure 3.
Second International Workshop on Articulated Motion and Deformable Objects. Palma de Mallorca, Spain. , Medioni, G. & Gu, H. (2001). Inference of 3D human body posture from multiple cameras for vision-based user interface. World Multiconference on Systemics, Cybernetics and Informatics. USA. Craig, J. (1989). Introduction to robotics: mechanics and control. Addison Wesley, 2nd Ed. Davis, J. & Bobick, A. (1998a). A robust human-silhouette extraction technique for interactive virtual environments.
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