This paper presents a skin deformation algorithm for creating 3D characters or virtual human models. The algorithm can be applied to rigid deformation, joint dependent localized deformation, skeleton driven deformatio...This paper presents a skin deformation algorithm for creating 3D characters or virtual human models. The algorithm can be applied to rigid deformation, joint dependent localized deformation, skeleton driven deformation, cross contour deformation, and free-form deformation (FFD). These deformations are computed and demonstrated with examples and the algorithm is applied to overcome the difficulties in mechanically simulating the motion of the human body by club-shape models. The techniques described in this article enables the reconstruction of dynamic human models that can be used in defining and representing the geometrical and kinematical characteristics of human motion.展开更多
Deformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin ...Deformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin deformations that must move appropriately for the character design. In this paper, we present an algorithm that generates natural, dynamic, and detailed skin deformation(movement and jiggle) from joint angle data sequences. The algorithm has two steps: identification of parameters for a quasi-static muscle deformation model, and simulation of skin deformation. In the identification step, we identify the model parameters using a musculoskeletal model and a short sequence of skin deformation data captured via a dense marker set. The simulation step first uses the quasi-static muscle deformation model to obtain the quasi-static muscle shape at each frame of the given motion sequence(slow jump). Dynamic skin deformation is then computed by simulating the passive muscle and soft tissue dynamics modeled as a mass–spring–damper system. Having obtained the model parameters, we can simulate dynamic skin deformations for subjects with similar body types from new motion data. We demonstrate our method by creating skin deformations for muscle co-contraction and external impacts from four different behaviors captured as skeletal motion capture data. Experimental results show that the simulated skin deformations are quantitatively and qualitatively similar to measured actual skin deformations.展开更多
This study analyzes the function of different muscles during arm wrestling and proposes a method to analyze the optimal forearm angle for professional arm wrestlers.We built a professional arm-wrestling platform to me...This study analyzes the function of different muscles during arm wrestling and proposes a method to analyze the optimal forearm angle for professional arm wrestlers.We built a professional arm-wrestling platform to measure the shape and deformation of the skin at the biceps brachii of a volunteer in vivo during arm wrestling.We observed the banding phenomenon of arm skin strain during muscle contraction and developed a model to evaluate the moment provided by the biceps brachii.According to this model,the strain field of the area of interest on the skin was measured,and the forearm angles most favorable and unfavorable to the work of the biceps brachii were analyzed.This study demonstrates the considerable potential of applying DIC and its extension method to the in vivo measurement of human skin and facilitates the use of the in vivo measurement of skin deformation in various sports in the future.展开更多
基金supported by Shanghai Science and Technology Committee (No. 08515810200)Jiangsu Province Development Foundation (No. BS2007048)
文摘This paper presents a skin deformation algorithm for creating 3D characters or virtual human models. The algorithm can be applied to rigid deformation, joint dependent localized deformation, skeleton driven deformation, cross contour deformation, and free-form deformation (FFD). These deformations are computed and demonstrated with examples and the algorithm is applied to overcome the difficulties in mechanically simulating the motion of the human body by club-shape models. The techniques described in this article enables the reconstruction of dynamic human models that can be used in defining and representing the geometrical and kinematical characteristics of human motion.
文摘Deformation of skin and muscle is essential for bringing an animated character to life. This deformation is difficult to animate in a realistic fashion using traditional techniques because of the subtlety of the skin deformations that must move appropriately for the character design. In this paper, we present an algorithm that generates natural, dynamic, and detailed skin deformation(movement and jiggle) from joint angle data sequences. The algorithm has two steps: identification of parameters for a quasi-static muscle deformation model, and simulation of skin deformation. In the identification step, we identify the model parameters using a musculoskeletal model and a short sequence of skin deformation data captured via a dense marker set. The simulation step first uses the quasi-static muscle deformation model to obtain the quasi-static muscle shape at each frame of the given motion sequence(slow jump). Dynamic skin deformation is then computed by simulating the passive muscle and soft tissue dynamics modeled as a mass–spring–damper system. Having obtained the model parameters, we can simulate dynamic skin deformations for subjects with similar body types from new motion data. We demonstrate our method by creating skin deformations for muscle co-contraction and external impacts from four different behaviors captured as skeletal motion capture data. Experimental results show that the simulated skin deformations are quantitatively and qualitatively similar to measured actual skin deformations.
基金This study was supported by the National Natural Science Foun-dation of China(NSFC)(No.11902074).
文摘This study analyzes the function of different muscles during arm wrestling and proposes a method to analyze the optimal forearm angle for professional arm wrestlers.We built a professional arm-wrestling platform to measure the shape and deformation of the skin at the biceps brachii of a volunteer in vivo during arm wrestling.We observed the banding phenomenon of arm skin strain during muscle contraction and developed a model to evaluate the moment provided by the biceps brachii.According to this model,the strain field of the area of interest on the skin was measured,and the forearm angles most favorable and unfavorable to the work of the biceps brachii were analyzed.This study demonstrates the considerable potential of applying DIC and its extension method to the in vivo measurement of human skin and facilitates the use of the in vivo measurement of skin deformation in various sports in the future.