Techniques for dressing animated virtual human body
Former researches have explored the possibilities of making the simulation of dressing up a human body by creating a general 3D model from the measurements input by the user. However the resulted body model is not able to present uniqueness of different bodies which makes the simulation les...
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sg-ntu-dr.10356-611442023-03-03T20:53:48Z Techniques for dressing animated virtual human body Han, Jinyue Zheng Jianmin School of Computer Engineering DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics Former researches have explored the possibilities of making the simulation of dressing up a human body by creating a general 3D model from the measurements input by the user. However the resulted body model is not able to present uniqueness of different bodies which makes the simulation less realistic. Instead, human models from 3D scanning of real human with different poses will do the job better. To deform the human body model, it requires skeleton generation. An algorithm is proposed especially for human body models. A Reeb Graph is firstly generated to identify parts of the model and then joints are estimated using unique human body ratio and dot product. The outcome would be a complete curve skeleton by connecting the critical points and the joints added with straight lines to simulate the bone in real human body. Bachelor of Engineering (Computer Science) 2014-06-05T07:09:16Z 2014-06-05T07:09:16Z 2014 2014 Final Year Project (FYP) http://hdl.handle.net/10356/61144 en Nanyang Technological University 35 p. application/pdf |
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DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics Han, Jinyue Techniques for dressing animated virtual human body |
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Former researches have explored the possibilities of making the simulation of dressing up a human
body by creating a general 3D model from the measurements input by the user. However the
resulted body model is not able to present uniqueness of different bodies which makes the
simulation less realistic.
Instead, human models from 3D scanning of real human with different poses will do the job better.
To deform the human body model, it requires skeleton generation. An algorithm is proposed
especially for human body models. A Reeb Graph is firstly generated to identify parts of the model
and then joints are estimated using unique human body ratio and dot product. The outcome would
be a complete curve skeleton by connecting the critical points and the joints added with straight
lines to simulate the bone in real human body. |
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Zheng Jianmin |
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Zheng Jianmin Han, Jinyue |
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Final Year Project |
author |
Han, Jinyue |
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Han, Jinyue |
title |
Techniques for dressing animated virtual human body |
title_short |
Techniques for dressing animated virtual human body |
title_full |
Techniques for dressing animated virtual human body |
title_fullStr |
Techniques for dressing animated virtual human body |
title_full_unstemmed |
Techniques for dressing animated virtual human body |
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techniques for dressing animated virtual human body |
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2014 |
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http://hdl.handle.net/10356/61144 |
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1759856636877340672 |