Control structure and multi-resolution techniques for virtual human representation

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Abstract

A virtual human is a typical instance of articulated physical objects: it does not have only one shape but many, corresponding to all the possible postures that the underlying articulated skeleton can reach. For realistic rendering results, a high-quality texture is usually associated to the shape and skeleton structure. Controlling and animating a virtual human model requires simultaneously many graphics and computational resources. The first part of this chapter discusses the control articulated skeleton structure and different approaches to build skeletons [10] and bind it to the geometry. The second part addresses the production of LoDs for virtual humans, both for the 3D shape (geometry) and the articulated skeleton (motion and animation).

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Di Giacomo, T., Kim, H. S., Moccozet, L., & Magnenat-Thalmann, N. (2008). Control structure and multi-resolution techniques for virtual human representation. In Mathematics and Visualization (Vol. 0, pp. 241–274). Springer Heidelberg. https://doi.org/10.1007/978-3-540-33265-7_8

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