Computer Graphics & Human Body Modeling Using Skin-Skeleton Binding Technique


The Transactions of the Korea Information Processing Society (1994 ~ 2000), Vol. 5, No. 7, pp. 1873-1882, Jul. 1998
10.3745/KIPSTE.1998.5.7.1873,   PDF Download:

Abstract

Techniques for the realistic modeling and motion control of human body are applied to many areas of computer graphics, virtual reality and computer simulations. Human body is a multi-articular. To create a human model and motion, articulations with skin body models are generated and motions are controlled based on the kinematics or dynamics. In this paper, we designed the data structure to manage the articulated body, and proposed a skin-skeleton binding algorithm for the coupling of the skin data to skeleton. Proposed algorithm consist of three functional modules - preprocessing, segmentation and binding. A modified divide-and-conquer technique with the candidate table is used to reduce comparing procedures among feasible candidates. We verified the efficiency of proposed algorithm with a human body composed of 20 skeletons and an Inventor geometry data.


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Cite this article
[IEEE Style]
Y. T. Sun, J. B. Min, C. H. Ock, "Computer Graphics & Human Body Modeling Using Skin-Skeleton Binding Technique," The Transactions of the Korea Information Processing Society (1994 ~ 2000), vol. 5, no. 7, pp. 1873-1882, 1998. DOI: 10.3745/KIPSTE.1998.5.7.1873.

[ACM Style]
Yoo Tae Sun, Jun Byoung Min, and Choi Hae Ock. 1998. Computer Graphics & Human Body Modeling Using Skin-Skeleton Binding Technique. The Transactions of the Korea Information Processing Society (1994 ~ 2000), 5, 7, (1998), 1873-1882. DOI: 10.3745/KIPSTE.1998.5.7.1873.