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  4. Modeling and animating virtual humans for real-time applications
 
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2007
Journal Article
Title

Modeling and animating virtual humans for real-time applications

Abstract
We report on the workflow for the creation of realistic virtual anthropomorphic characters. 3D-models of human heads have been reconstructed from real people by following a structured light approach to 3D-reconstruction. We describe how these high-resolution models have been simplified and articulated with blend and mesh skinning techniques to ensure real-time animation. The full-body models have been created manually based on photographs. We present a system for capturing whole body motions, including the fingers, based on an optical motion capture system with 6 DOF rigid bodies and cybergloves. the motion capture data was processed in one system, mapped to a virtual character and visualized in real-time.We developed tools and methods for quick post processing. To demonstrate the viability of our system, we captured a library consisting of more than 90 gestures.
Author(s)
Hülsken, Frank  
Eckes, Christian  
Kuck, Roland  
Unterberg, J.
Jörg, S.
Journal
International Journal of Virtual Reality  
Language
English
Fraunhofer-Institut für Intelligente Analyse- und Informationssysteme IAIS  
Keyword(s)
  • real-time animation

  • 3D reconstruction

  • optical motion capture

  • facial animation

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