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Rapid Skin Deformation Algorithm of the Three-Dimensional Human Body
The real-time skin deformation of 3D virtual human is one of the hot spots of research fields in 3D virtual human. On the basis of smooth skinning deformation algorithm, this paper proposes a whole body skin deformation method of real-time in motion state, which uses the simple polygon surface model...
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creator | Ruizhang Yang Dan Li Yingsong Hu Jie Liu Dongdong Hu |
description | The real-time skin deformation of 3D virtual human is one of the hot spots of research fields in 3D virtual human. On the basis of smooth skinning deformation algorithm, this paper proposes a whole body skin deformation method of real-time in motion state, which uses the simple polygon surface model to virtualize the human skin geometry model and uses the bone skin algorithm to drive the skin deformation. This method can simplify the bone level, decrease the complexity of skeleton subspace, simplify deformation algorithm, divide the skin into rigid areas and flexible areas to reduce the amount of calculation, and improve the efficiency of the deformation. At the same time, combining with the quaternion interpolation method, it further improves the effect of skin deformation of large-range movement area such as shoulder and hip. This method is applicable to any virtual human model of grid skin organization, and could generate real-time and realistic skin deformation, on the condition of any motion. |
doi_str_mv | 10.1109/IHMSC.2015.111 |
format | conference_proceeding |
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On the basis of smooth skinning deformation algorithm, this paper proposes a whole body skin deformation method of real-time in motion state, which uses the simple polygon surface model to virtualize the human skin geometry model and uses the bone skin algorithm to drive the skin deformation. This method can simplify the bone level, decrease the complexity of skeleton subspace, simplify deformation algorithm, divide the skin into rigid areas and flexible areas to reduce the amount of calculation, and improve the efficiency of the deformation. At the same time, combining with the quaternion interpolation method, it further improves the effect of skin deformation of large-range movement area such as shoulder and hip. This method is applicable to any virtual human model of grid skin organization, and could generate real-time and realistic skin deformation, on the condition of any motion.</description><identifier>ISBN: 9781479986453</identifier><identifier>ISBN: 1479986453</identifier><identifier>EISBN: 1479986461</identifier><identifier>EISBN: 9781479986460</identifier><identifier>DOI: 10.1109/IHMSC.2015.111</identifier><identifier>CODEN: IEEPAD</identifier><language>eng</language><publisher>IEEE</publisher><subject>Biological system modeling ; bone embedding ; Bones ; Deformable models ; joint driving ; Joints ; Skin ; skin deformation ; smooth skinning algorithm ; Solid modeling</subject><ispartof>2015 7th International Conference on Intelligent Human-Machine Systems and Cybernetics, 2015, Vol.2, p.244-247</ispartof><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://ieeexplore.ieee.org/document/7334961$$EHTML$$P50$$Gieee$$H</linktohtml><link.rule.ids>309,310,780,784,789,790,2056,27923,54918</link.rule.ids><linktorsrc>$$Uhttps://ieeexplore.ieee.org/document/7334961$$EView_record_in_IEEE$$FView_record_in_$$GIEEE</linktorsrc></links><search><creatorcontrib>Ruizhang Yang</creatorcontrib><creatorcontrib>Dan Li</creatorcontrib><creatorcontrib>Yingsong Hu</creatorcontrib><creatorcontrib>Jie Liu</creatorcontrib><creatorcontrib>Dongdong Hu</creatorcontrib><title>Rapid Skin Deformation Algorithm of the Three-Dimensional Human Body</title><title>2015 7th International Conference on Intelligent Human-Machine Systems and Cybernetics</title><addtitle>IHMSC</addtitle><description>The real-time skin deformation of 3D virtual human is one of the hot spots of research fields in 3D virtual human. On the basis of smooth skinning deformation algorithm, this paper proposes a whole body skin deformation method of real-time in motion state, which uses the simple polygon surface model to virtualize the human skin geometry model and uses the bone skin algorithm to drive the skin deformation. This method can simplify the bone level, decrease the complexity of skeleton subspace, simplify deformation algorithm, divide the skin into rigid areas and flexible areas to reduce the amount of calculation, and improve the efficiency of the deformation. At the same time, combining with the quaternion interpolation method, it further improves the effect of skin deformation of large-range movement area such as shoulder and hip. This method is applicable to any virtual human model of grid skin organization, and could generate real-time and realistic skin deformation, on the condition of any motion.</description><subject>Biological system modeling</subject><subject>bone embedding</subject><subject>Bones</subject><subject>Deformable models</subject><subject>joint driving</subject><subject>Joints</subject><subject>Skin</subject><subject>skin deformation</subject><subject>smooth skinning algorithm</subject><subject>Solid modeling</subject><isbn>9781479986453</isbn><isbn>1479986453</isbn><isbn>1479986461</isbn><isbn>9781479986460</isbn><fulltext>true</fulltext><rsrctype>conference_proceeding</rsrctype><creationdate>2015</creationdate><recordtype>conference_proceeding</recordtype><sourceid>6IE</sourceid><recordid>eNo1jstOwzAUBY0QElCyZcPGP5Di60dsL0sCtFIREi3ryomviSGPKgmL_j2RgNXRSEejIeQW2BKA2fvN-mWXLzkDNTOckWuQ2lqTyQzOSWK1-WclLkkyjp-MMbBSSamuSPHmjtHT3VfsaIGhH1o3xb6jq-ajH-JUt7QPdKqR7usBMS1ii904H1xD19-t6-hD70835CK4ZsTkbxfk_elxn6_T7evzJl9t0whaTakzWgYbKphb5JxTgi85Gi-90KXgYF3lFHiFFQcmDUrgnrNMmUwrZ4IQC3L3642IeDgOsXXD6aCFkDYD8QMY2koq</recordid><startdate>201508</startdate><enddate>201508</enddate><creator>Ruizhang Yang</creator><creator>Dan Li</creator><creator>Yingsong Hu</creator><creator>Jie Liu</creator><creator>Dongdong Hu</creator><general>IEEE</general><scope>6IE</scope><scope>6IL</scope><scope>CBEJK</scope><scope>RIE</scope><scope>RIL</scope></search><sort><creationdate>201508</creationdate><title>Rapid Skin Deformation Algorithm of the Three-Dimensional Human Body</title><author>Ruizhang Yang ; Dan Li ; Yingsong Hu ; Jie Liu ; Dongdong Hu</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-i175t-a874f9fc18644645b1db2e8d4d37b3219aca51d5ec21048e412d20658675a8f33</frbrgroupid><rsrctype>conference_proceedings</rsrctype><prefilter>conference_proceedings</prefilter><language>eng</language><creationdate>2015</creationdate><topic>Biological system modeling</topic><topic>bone embedding</topic><topic>Bones</topic><topic>Deformable models</topic><topic>joint driving</topic><topic>Joints</topic><topic>Skin</topic><topic>skin deformation</topic><topic>smooth skinning algorithm</topic><topic>Solid modeling</topic><toplevel>online_resources</toplevel><creatorcontrib>Ruizhang Yang</creatorcontrib><creatorcontrib>Dan Li</creatorcontrib><creatorcontrib>Yingsong Hu</creatorcontrib><creatorcontrib>Jie Liu</creatorcontrib><creatorcontrib>Dongdong Hu</creatorcontrib><collection>IEEE Electronic Library (IEL) Conference Proceedings</collection><collection>IEEE Proceedings Order Plan All Online (POP All Online) 1998-present by volume</collection><collection>IEEE Xplore All Conference Proceedings</collection><collection>IEEE Xplore</collection><collection>IEEE Proceedings Order Plans (POP All) 1998-Present</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Ruizhang Yang</au><au>Dan Li</au><au>Yingsong Hu</au><au>Jie Liu</au><au>Dongdong Hu</au><format>book</format><genre>proceeding</genre><ristype>CONF</ristype><atitle>Rapid Skin Deformation Algorithm of the Three-Dimensional Human Body</atitle><btitle>2015 7th International Conference on Intelligent Human-Machine Systems and Cybernetics</btitle><stitle>IHMSC</stitle><date>2015-08</date><risdate>2015</risdate><volume>2</volume><spage>244</spage><epage>247</epage><pages>244-247</pages><isbn>9781479986453</isbn><isbn>1479986453</isbn><eisbn>1479986461</eisbn><eisbn>9781479986460</eisbn><coden>IEEPAD</coden><abstract>The real-time skin deformation of 3D virtual human is one of the hot spots of research fields in 3D virtual human. On the basis of smooth skinning deformation algorithm, this paper proposes a whole body skin deformation method of real-time in motion state, which uses the simple polygon surface model to virtualize the human skin geometry model and uses the bone skin algorithm to drive the skin deformation. This method can simplify the bone level, decrease the complexity of skeleton subspace, simplify deformation algorithm, divide the skin into rigid areas and flexible areas to reduce the amount of calculation, and improve the efficiency of the deformation. At the same time, combining with the quaternion interpolation method, it further improves the effect of skin deformation of large-range movement area such as shoulder and hip. This method is applicable to any virtual human model of grid skin organization, and could generate real-time and realistic skin deformation, on the condition of any motion.</abstract><pub>IEEE</pub><doi>10.1109/IHMSC.2015.111</doi><tpages>4</tpages></addata></record> |
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language | eng |
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source | IEEE Electronic Library (IEL) Conference Proceedings |
subjects | Biological system modeling bone embedding Bones Deformable models joint driving Joints Skin skin deformation smooth skinning algorithm Solid modeling |
title | Rapid Skin Deformation Algorithm of the Three-Dimensional Human Body |
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