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Abstract : |
Virtual Actors now play an important role in Computer-generated films, Virtual Environments, Telecooperative work, and multimedia. In order to make these actors realistic, it is essential to represent their body shape during the motion. In this paper, we present different methods for representing realistic deformations for virtual humans with various characteristics: sex, age, height, weight. Our methods based on a combination of metaballs and splines could be applied to frame-byframe computer generated-films and Virtual Environments. Several examples will be presented: autonomous actors, animation based on Flock of birds, networked Virtual Environments. 1 Human Body Built from Implicit Primitives Virtual Actors now play an important role in computer-generated films, virtual environments, telecooperative work, and multimedia. This research area still remains one of the most difficult and challenging problems, since a human being is a very complex object and our eyes are especially sensitive to the human figure. There are two major difficulties in rendering human animation: motion of the hierarchical structure or skeleton and deformation of the body. This paper addresses the second problem. Modeling and deformation of 3D characters and especially human bodies during the animation process is an important, |