Realistic Rendering and Animation of a Multi-Layered Human Body Model

Realistic Rendering and Animation of a Multi-Layered Human Body Model,10.1109/IV.2006.89,Mehmet Sahin Yesil,Uÿ gur Gudukbay

Realistic Rendering and Animation of a Multi-Layered Human Body Model  
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A framework for realistic rendering of a multi-layered hu- man 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 in- verse 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 approxi- mately 33,000 triangles on the skin layer. provides the required functionality for controlling the mo- tion of the body parts like arms and legs (4). The muscle layer represents the muscular structure of the human body. We control the deformation of the muscle through the joint angles of the skeleton layer under the fol- lowing constraint: the insertion/origin points of the muscles on the bones are attached during animation and form the action lines. In our system, the muscle layer is represented only by action lines and the muscle shape is not considered. An action line denotes the imaginary line along which the force exerted onto the bone is produced. This line also in- cludes the forces exerted onto the skin layer that create the skin deformation due to muscular motion during the anima- tion. We represented some fusiform muscles in the upper and lower parts of the legs and arms. The skin layer is represented as a 3D mesh and contains 53 parts. The skin layer is deformed according to the move- ments of the joints in the skeleton layer and the forces ap- plied by the muscle layer. To deform the skin layer realis- tically during animation, we bind the vertices on the skin layer to the joints of the skeleton layer and to the action lines of the muscle layer simultaneously. This binding op- eration is performed in three steps. In the first step, for each part of the skin mesh, a particular joint of the skeleton is determined and the vertices in this part are attached to the selected joint. The second step deals with binding some vertices, especially the ones closer to the joints, to more than one joint. In the last step, some problematic vertices are handled manually. After attaching skin vertices to the skeleton, we also bind them to the muscles. The skin mesh is deformed based on skeletal and muscular deformations.
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