Abstract
In the computer world garment products need to be simulated on different virtual human bodies. In this paper we are going to change virtual human actors in a proportional way. As part of the work we design a user-friendly interface for a more intuitive input of body parameters. Curves, implemented as NURBS, create an effective/easy input method for the proportional reshaping task. Implementation of an automatic approach for computing an underlying skeleton was done, which enables us to reshape a virtual human. As body proportions are difficult to define, this paper researches on artistic methods to describe the symmetric and harmonious structures of human bodies. A flexible data structure is employed in order to traverse and access regional information efficiently. As a main goal of this work we designed a high level controller for body parts enabling proportional reshaping.
Original language | English |
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Pages (from-to) | 299-325 |
Journal | International Journal of Image and Graphics |
Volume | 8 |
Issue number | 2 |
DOIs | |
Publication status | Published - Apr 2008 |
Externally published | Yes |
Funding
This work was supported by the Polytechnic University of Hong Kong and especially the Textile & Computing Department with the help of Prof. Jinlian Hu and Prof. George Baciu. This work was further supported by Wingo Wong, team member of the GAMA Group at Polytechnic University.
Research Keywords
- center of mass
- Clothing
- eigenvector
- human body modeling
- parameterized sizing technique