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Modeling and Animation Virtual Humans for Real-time Applications
Hülsken, Frank; Eckes, Christian; Kuck, Roland; u. a. (2026): Modeling and Animation Virtual Humans for Real-time Applications, in: Bamberg: Otto-Friedrich-Universität, S. 11–20.
Faculty/Chair:
Author:
Publisher Information:
Year of publication:
2026
Pages:
Source/Other editions:
International journal of virtual reality : IJVR, Plouzane: CERV - Centre Européen de Réalité Virtuelle, 2007, Jg. 6, Nr. 4, S. 11–20, ISSN: 1081-1451
Year of first publication:
2007
Language:
English
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 shape 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.
Keywords: ; ; ;
Real-time animation
3D-reconstruction
optical motion capture
facial animation
Type:
Article
Activation date:
May 5, 2026
Permalink
https://fis.uni-bamberg.de/handle/uniba/114956