Animation of human body
Participants Young-in, Jessica, Vinay
Problem
Animate the human body, obtaining realistic interactive rendering.
Rendering will be done on an SGI Onyx2.
Data flow
Assumptions and limitations
- Skeletal model is rigid, with movements allowed only at joints
- Inverse kinematics is constrained enough to obtain realistic output
- All other deformable parts are defined with respect to the bones
- Database of intermediate positions is to be constructed
Different issues:
- Input animation script, validation
- State space description of human activity
- transformation matrices, degrees of freedom
- interpolation, arc length parameterizations
- Consistent inverse kinematics
- Speedup techniques like view frustum, transfer function properties,
animation properties
- Linking deformation surfaces to skeleton
- Collision detection
- Saving, compressing a fly-through