automated method to build efficient and accurate
character skins from a set of examples. Using
motion capture and video cameras and providing a
reconstruction algorithm to solve the problems of
occlusion, hole-filling, deformation and noise-
removal, (Sand et al., 2003) examined how to
acquire deformable human geometry from
silhouettes. Taking the objective function to be
proximity of transformed vertices to the range data,
similarity between neighbouring transformations,
and proximity of sparse markers at corresponding
locations on the template and target surface, (Allen
et al., 2003) presented a new method by solving an
optimisation problem and explored its applications
in human body modeling. (Hyun et al., 2003)
represented each limb as a set of ellipsoids of
varying size, approximated these ellipsoids with a
swept ellipse, determined the difference between the
original and approximated limbs using a
displacement map, and proposed a new approach to
model and deform a human or virtual character’s
arms and legs. This work was extended to the
modeling and deformation of a whole human body,
and anatomical features are realised by a GPU-based
collision-detection procedure (Hyun et al., 2005).
(Seo and Thalmann, 2004) presented a set of
techniques to automatically generate a new human
body or modify an existing one by manipulating the
parameters provided. Using quasi-static linear
deformation model and finite element method to
calculate the deformation of chunks which represent
the internal structures of a virtual character, (Guo
and Wong, 2005) gave an approach to create skin
deformations. (Venkataraman et al., 2005)
introduced a combination of a kinematic and a
variational model to deal with the wrinkling of skin
by minimising a functional including energies for
stretching, bending and self-intersection. By
decomposing the facial meshes into the global shape
and 3D skin detail and recomposing the shape and
3D skin, (Lee and Soon, 2006) proposed a method to
reproduce the scanned model which allows to
simulate the exaggeration of the facial global shape,
retain the original skin detail and transfer 3D skin
from one to another. Using sweeps following a
simplified skeleton, (Lee et al., 2006) proposed a
new method to carry out realistic human hand
modeling and deformation which can achieve real-
time performance. (Yang and Zhang, 2006)
presented a new anatomy-based skin deformation
method which extracts major muscles automatically,
formulates muscle sliding around a joint and sliding
around a bone, develops a hybrid skin deformation
to combine the strengths of anatomy based and
smooth skinning, and is compatible with the current
animation workflow. By using the so-called curve
skeletons along with the joint-based skeletons,
(Yang et al., 2006) investigated an approach to deal
with the inherent non-linear relations between the
movement of skeletons and the caused skin shapes.
Motivated by the work of (Hyun et al., 2003,
2005) but without using standard ellipses and
displacement map, we will introduce trigonometric
series to approximate the cross-section curves of a
human body, and present a modeling method with a
small data size to build human models in this paper.
2 TRIGONOMETRIC SERIES
In the work of (Hyun et al., 2005), sweep surfaces
with an elliptic cross section have been used to
approximate human arms, legs, torso and neck, and
carry out human modeling and deformation. The
mathematical description of sweep surfaces has the
form of
⎥
⎥
⎥
⎦
⎤
⎢
⎢
⎢
⎣
⎡
+
⎥
⎥
⎥
⎦
⎤
⎢
⎢
⎢
⎣
⎡
⎥
⎥
⎥
⎦
⎤
⎢
⎢
⎢
⎣
⎡
=
+=
)(
)(
)(
0
)sin()(
)cos()(
)()()(
)()()(
)()()(
)()()(),(
333231
232221
131211
uz
uy
ux
vtb
vta
ururur
ururur
ururur
uvuvu
u
CERS
(1)
where
),( vuS is a sweep surface, )(uR and )(uC
stand for rotation and translation, respectively, and
)(v
u
E
is a standard ellipse of variable size.
Since the cross sections of most parts of a human
body are irregular curves. Using standard ellipses to
approximate these cross sections will bring in some
errors.
As indicated in Figure 1, we give some cross-
section curves of human torso from a human model
built with the polygon modeling approach and those
approximated by elliptic cross sections where the
curves in red indicate cross-section curves and those
in blue are from standard ellipses. It can be seen for
these images that there are noticeable differences
between the real cross-section curves and elliptic
ones.
In addition, for a certain value
0
u
of the
parametric variable
u , Eq. (1) can be written as the
following form
)()sin()()cos()(),(
)()sin()()cos()(),(
)()sin()()cos()(),(
00320310
00220210
00120110
uzvufvufvu
uyvufvufvu
uxvufvufvu
x
y
x
++=
++=
++=
S
S
S
(2)
The above equation indicates that at the plane
determined by a point
)(
0
uC
and a unit normal
vector
]
T
urururuN )()()()(
0330230130
= , the cross-
GRAPP 2011 - International Conference on Computer Graphics Theory and Applications
32