By Nikos Sarris, Michael G. Strintzis
3D Modeling and Animation: Synthesis and research strategies for the Human physique covers the components of modeling and animating 3D artificial human types at a degree that's invaluable to scholars, researchers, software program builders and content material turbines. The reader can be offered with the most recent, research-level, concepts 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
A bone is defined as a segment of length l by means of: (1) a geometric transformation of the bone, defined with respect to its parent in the skeleton hierarchy; (2) a model of influence of the bone movement on the surface of the articulated model; and (3) inverse kinematics constraints. A muscle layer is a collection of individual muscles, each one being attached to a Copyright © 2004, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of Idea Group Inc.
It consists in approximating the geometry as a collection of planar polygons defined with the aid of a list of vertex coordinates. Unfortunately, INDEXEDFACE SET has not been designed to deal efficiently with highly detailed and complex surfaces, consisting of ten to hundreds of thousands of triangles, necessary to achieve realistic rendering of objects found in daily life. Even more important than compact storage is the possibility to scale the complexity of the surface representations according to the capacity of the digital transmission channels or to the performance of the graphics hardware on the target platform.
A muscle layer is a collection of individual muscles, each one being attached to a Copyright © 2004, Idea Group Inc. Copying or distributing in print or electronic forms without written permission of Idea Group Inc. is prohibited. 46 Preda, Salomie, Preteux & Lafruit bone. Specifically, it is defined by means of: (1) a curve represented as a NURBS which can be deformed; and (2) a model of influence of the curve deformation on the skin of the model. Each bone and each muscle influences the skin deformation.
3d modeling and animation : synthesis and analysis techniques for the human body by Nikos Sarris, Michael G. Strintzis