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We present a sweep-based approach to human body modeling and deformation. A rigid 3D human model, given as a polygonal mesh, is approximated with control sweep surfaces. The vertices on the mesh are bound to nearby sweep surfaces and then follow the deformation of the sweep surfaces as the model bends and twists its arms, legs, spine and neck. Anatomical… (More)

We propose a sweep-based approach to the freeform deformation of three-dimensional objects. Instead of using a volume enclosing the whole object, we approximate only its deformable parts using sweep surfaces. The vertices on the object boundary are bound to the sweep surfaces and follow their deformation. Several sweep surfaces can be organized into a… (More)

We present a new approach to realistic hand modeling and deformation with real-time performance. We model the underlying shape of a human hand by means of sweeps which follow a simplified skeleton. The resulting swept surfaces are blended, and an auxiliary surface is then bound to the swept representation in the palm region. In the areas of this… (More)

We present a new approach to the modeling and deformation of a human or virtual character's arms and legs. Each limb is represented as a set of el-lipsoids of varying size interpolated along a skeleton curve. A base surface is generated by approximating these ellipsoids with a swept ellipse, and the difference between that and the detailed shape of the arm… (More)

We present a new surface representation scheme based on a manifold structure and displacement functions. Given a geometric model represented as a point cloud, we construct a domain manifold which is a smooth surface blended from simple local patches. The original points are then projected on to the local patches and their displacements are adjusted so that… (More)

We present a compact representation for the bounding volume hierarchy (BVH) of freeform NURBS surfaces using Coons patches. Following the Coons construction, each subpatch can be bounded very efficiently using the bilinear surface determined by the four corners. The BVH of freeform surfaces is represented as a hierarchy of Coons patch approximation until… (More)

PN (point-normal) triangles are cubic Bézier triangles which meet at their edges to surface a triangular mesh, but this only achieves G 0 continuity. We define blending regions that span the edges shared by adjacent pairs of triangular domains and blend the corresponding Bézier triangles using a univariate blending function formulated in terms of… (More)