Automatic Modeling of Animatable Virtual Humans – A Survey
Nadia Magnenat-Thalmann, Hyewon Seo, Frederic Cordier
MIRALab – University of Geneva
{thalmann, seo, cordier}@miralab.unige.ch
Abstract
Highly realistic virtual human models are rapidly
becoming commonplace in computer graphics. These
models, often represented by complex shape and
requiring labor-intensive process, challenge the
problem of automatic modeling. This paper studies the
problem and solutions to automatic modeling of
animatable virtual humans. Methods for capturing the
shape of real people, parameterization techniques for
modeling static shape (the variety of human body
shapes) and dynamic shape (how the body shape
changes as it moves) of virtual humans are classified,
summarized and compared. Finally, methods for
clothed virtual humans are reviewed.
Keywords
Human body modeling, animatable models, automatic
methods
1. Introduction
Human body modeling and animation have been one of
the most difficult tasks encountered by animators. In
particular, realistic human body modeling requires an
accurate geometric surface throughout the simulation.
At this time, a variety of human body modeling
methodologies are available, that can be classified into
three major categories: creative, reconstructive, and
interpolated. Anatomically based modelers, such as
Scheepers et al [27], Shen and Thalmann [31] and
Wilhelms and Van Gelder [33] fall into the former
approach. They observe that the models should mimic
actual components of the body and their models consist
of multi-layers for simulating individual muscles, bones
and tissues. While allowing for an interactive design,
they however require considerable user intervention
and thus suffer from a relatively slow production time
and a lack of efficient control facilities.
Lately, much work has been devoted to the
reconstructive approach to build 3D geometry of
human automatically by capturing existing shape. Some
of them rely on stereo [11], structured light [23], or 3D
scanners [6]. Some systems use 2D images either from
video sequences [13] or from photos [19][15]. While
they are effective and visually convincing, one limiting
factor of these techniques lies in that they hardly give
any control to the user; i.e., it is very difficult to
automatically modify resulting models to different
shapes as the user intends.
The third major category, interpolated modeling, uses
sets of example models with an interpolation scheme to
construct new models. Because interpolation provides a
way to leverage existing models to generate new ones
with a high level of control in an interactive time, it has
gained growing popularity in various graphical objects
including human models.
This paper reviews automatic modeling techniques for
animatable virtual humans, primarily for real-time
applications. We focus our study on body modeling
which are readily animatable. Model-based
reconstructive methods and interpolated methods are
discussed in detail, because anatomical models are
more designated to the interactive design.
This paper is organized as follows: First we look for
methods for shape capture of real people (Section 2).
Then we review methods for modeling the variety of
human body shapes in Section 3. After studying
methods for dynamic shape change as the body moves
in Section 4, we continue in Section 5 to the methods
for dealing with dressed humans. We conclude the
paper in Section 6.
2. Shape capture
Since the advent of 3D image capture technology, there
has been a great deal of interest in the application of
that technology to the measurement of the human body.
In the market, there are now available several systems
that are optimized either for extracting accurate
measurements from parts of the body, or for realistic
visualization for use in games, virtual environments
and, lately, e-commerce applications [8].
For many years, the goal has been to develop
techniques to convert the scanned data into complete,
readily animatable models. Apart from solving the
classical problems such as the hole filling and noise
reduction, the internal skeleton hierarchy should be
appropriately estimated in order to make them move.
Accordingly, several approaches have been under
active development to endow semantic structure to the
scan data. Dekker et al [10] have used a series of
meaningful anatomical assumptions in order to
optimize, clean and segment data from a Hamamatsu
whole body range scanner in order to generate quad
mesh representations of human bodies and build
applications for the clothing industry. Ju and others
Proceedings of the Fourth International Conference on 3-D Digital Imaging and Modeling (3DIM’03)
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