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Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail: [email protected] WWW: http://www.fee.vutbr.cz/~dobsik

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Page 1: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Computer Animation of

Vertebrates

by Martin Dobšík

Brno University of Technology, Czech Republic

e-mail: [email protected]: http://www.fee.vutbr.cz/~dobsik

Page 2: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Contents

Computer animation (CA) of human body and animals

• Main application areas

• Creating digital actors and animals

CA of soft tissues

• Types of animation models

• Geometric deformation model• Geometric/physically based model (layers)• Biomechanically based model• Deep overview of Anatomically based model of J. Wilhelms• CA of Vertebrates at Brno University of Technology - DCSE

We will focus on visual aspects.Not on artificial intelligence or artificial life!

2

Page 3: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Computer Animation of Human

Body and Animals

Page 4: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas

• Biomechanical and Biomedical Applications

- The Virtual Cadaver

4

Cadaver dissections are widely used in medicine for four centuries. There are many problems with them:

· expensive

· difficult to obtain· quickly perishable

Virtual Cadaver can be very useful tool in medical educational practice

Visible Human Project (1995) – major advance in this field

[Maurell98]

Page 5: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas

- Surgery Simulation

5

Can provide efficient, safe, realistic and relatively economical method for training clinicians in various surgical tasks.

Example: Minimal invasive surgery

Ch. Kuhn, U. Kühnapfel, H.-G. Krumm - 1996

Page 6: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas

- Orthopaedics

6

New ways if investigating musculoskeletal systems. It allows (e.g.):• estimation of the force contribution of each muscle component during motion• experimentation of modifications of the musculoskeletal topology• comprehension of the complex motion coordination strategies

Example: Musculoskeletel simulation for orthopaedic rehablitationS.L. Delp, J.P. Loan, 1995

Page 7: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas

- Bioengineering (e.g.: simulation of proesthesis behavior)

- Augmented reality in medicine (to see directly inside patient)

- Telemedicine (e.g.: remote surgical oeration)

- Ergonomic studies

- and many others.

7

Page 8: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas

• Virtual Reality and Interactive applications (games)

- Teleconferencing

- Military - fight simulations, soldiers training in dangerous situations, etc.

- Architecture

- Design

- Games

- and many others

8

Page 9: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas 9

Networked collaborative virtual environment system, for tennis playingMolet, Aubel, Capin, Carion, Lee, Noser, Padzic, Sanier,

Magnenant-Thalmann, Thalmann - 1999 ([Molet99])University of Geneva, Swiss Federal Institute of Techology

Page 10: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas

- Textile industry - dressing virtual humans

10

Interactive clothing system ([Volino97])Pandzic, Capin, Magnenant-Thalmann, Thalmann

Page 11: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas

• Computer Animation for Films

- Actors in dangerous situations

- Changes to actors body (coloured hair, mising leg, ...)

- Cartoon films

11

Beth Hofer - Caracter facial animation at PDI ([Terzopoulos97])

Page 12: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Main Application Areas 12

Geri‘s GamePixar Animation studios

Virtual MarilynThalmann and Thalmann 1993

- Films with synthetic actors

Page 13: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Creating Digital Actors and Animals 13

Three important stages:

- Modeling - specification of geometry to create shapes, that visualize features

- Animation - creates illusion of motion, by iterating through the process of modeling and rendering at discrete time intervals

- Rendering - adding lights textures and other optical features to the model and displaying

The rest ofthis lecture

First attempts to CA of human body worked only with simplified version of skeleton which was modeled via lines in 3D, rendered as a lines in 2D and the animation techniques were mainly derived from robotics (forward and inverse kinematics)

Page 14: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Creating Digital Actors and Animals 14

Different application areas require different modeling, rendering and animation techniques:

• Biomechanical and biomedical apps: physical and medical accuracy is important, visual appearance is not critical, motion is created via physical simulation

• VR and Interactive apps: speed of the application is important - balance between speed and visual appearance, animation via key-framing or motion capturing

• Digital actors in films: highest photorealistic detail is necessary, mostly traditional key-frame animation is used

Current research in all the three areas tries to incorporate as much of physical, anatomical and biomechanical knowledge as

possible

Page 15: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Creating Digital Actors and Animals 15

MODELING:

Common structure of models used in CA was derived from traditional animation:

Cartoons - first draw stick figure (skeleton), then rounded forms representing flash and finally outline representing skin

Clay Animation - plasticene is wrapped around metal armature

Thus we use similar layered approach:

- first define articulated skeleton:

Page 16: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Creating Digital Actors and Animals 16

- than define some representation of internal organs (geometry, behavior):

- finally add a representation of surface - skin:

Page 17: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Creating Digital Actors and Animals 17

ANIMATION:

To specify motion of whole human body in terms of simple polygonal model is almost impossible!

Solution:

describe motion of skeleton - then find corresponding skin deformations automatically (most of current animation systems)

Various animation methods differ mainly in the way, how they solve the problem of soft tissue and skin deformation.

Some researchers attempts to create a physically based model of muscle and then define motion of whole body in terms of muscle activities, resulting in skeleton motion and skin deformations (Chen and Zeltzer 1992, Ng-Thow-Hing 1994)

Page 18: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Creating Digital Actors and Animals 18

Specifying skeleton motion using forward and inverse kinematics

Kinematics -- the study of motion without regard to the forces that cause it.

Forward (FK):

drawing graphics

),( fP Inverse (IK):

specify fewer degrees of freedom (DOF)

more intuitive control

automatic calculation of desired joint

angles

)(, 1 Pf

P

?

Page 19: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Computer Animation of

Soft Tissues

Page 20: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Types of Animation Models

Large number of systems for CA of vertebrates were developed. Every one uses little different deformation model:

• Geometric deformation models - work only with geometry

• Physically based - animation of some part of the model is solved via simulation

• Models that incorporate biomechanical knowledge

• Models that incorporate anatomical knowledge

Most of them work with layered models

20

Page 21: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

JLD Operators (Thalmann, Lperriére, Thalmann, 1988)

Joint-Dependent Local Deformation Operators ([Thalmann88])

• Purely geometric model

• Stick skeleton with constraints at joint angles

• Skin made of triangle mesh

• Geometric operators are used to create smooth deformation of skin at joints. For each joint one special operator.

• Special operators are used to simulate muscle inflation according to flexion angles at joints

21

Page 22: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

JLD Operators (Thalmann, Lperriére, Thalmann, 1988) 22

Page 23: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

The CRITTER System (Chadwick, Haumann, Parent, 1989) 23

First system which uses layered approach ([Chadwick89]).

Authors used four layers:

1) Motion specification (behavior layer). Forward and inverse kinematics, procedural animation

2) Motion foundation, articulated armature (skeleton layer). Common articulated structure - links connected at joints

3) Shape transition, squash and stretch (muscle and fatty tissue layer). This layer is represented as a set of Free Form Deformation Blocks (FFD) attached to the skeleton. Mass is added to the control points of FFD blocks and these points are connected by springs. Allows to simulate dynamic behavior of muscle and fatty tissue.

4) Surface description, surface appearance and geometry (skin, clothing and fur layer). Many type of surface description (polygonal, B-Splines, etc.).

Page 24: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

The CRITTER System (Chadwick, Haumann, Parent, 1989) 24

Abstract muscle deformation: Pair of adjoining FFDs

Page 25: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

The CRITTER System (Chadwick, Haumann, Parent, 1989) 25

FFD blocks straddling the joint connecting two links.

(a) joint angle is 0; (b) angle is below threshold; (c) angle is grater then user definable threshold

FFD blocks straddling the joint connecting two links.

(a) joint angle is 0; (b) angle is below threshold; (c) angle is grater then user definable threshold

Page 26: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

The CRITTER System (Chadwick, Haumann, Parent, 1989) 26

Page 27: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

The LEMAN System (Turner, Thalmann, 1993) 27

Page 28: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

The LEMAN System (Turner, Thalmann, 1993) 28

Page 29: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

The LEMAN System (Turner, Thalmann, 1993)

Results

29

Page 30: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Study of Biomechanics (Chen, Zeltzer 1992, [Chen92]) 30

• Geometry obtained from VHP

• Model of muscle active force due to

neural excitation

• model of muscle passive forces

• Muscle is discretized into four 20 node isoparametric bricks

• muscle reaction is simulated by Finite Element Method:

- find the equation of motion:

168 equations

- integrating these equations yields resulting motion

Based on biomechanical studies of prof. Zajac

)(tTKuuCuM

Page 31: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Study of Biomechanics (Chen, Zeltzer 1992) 31

Page 32: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Study of Biomechanics (Chen, Zeltzer 1992) 32

Relaxed muscle deforms due to gravity

Active muscle pulled taut

Shortening of biceps upon activation. Inverse kinematics was applied to forearm

Page 33: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Unrealistic Deformations 33

However, if we do not incorporate accurate anatomical knowledge to the model, the deformation tends to appear unrealistic, even if the model is very complex

Huang, Thalmans, Boulic, Mas, 1994

Page 34: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

References:

[Wilhelms97a] Wilhelms, J. and Gelder, A. V.: Anatomically Based Modeling, In SIGGRAPH 97 conference proceedings, ACM SIGGRAPH, Addison Wesley, August 1997.

[Wilhelms97b] Wilhelms, J. and Gelder, A. V.: Animals with Anatomy, IEEE Computer Graphics and Applications, 17(3):22-30, May 1997.

34

•skeleton - rigid segments connected by joints

•four type of materials:

- bones

-muscles (attached to bones)

-generalized tissue (to give shapes in regions without muscles)

- skin (attached to underlying tissues with anchors)

Page 35: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

• Joints have 3 revolute degree of freedom (constrained by max & min angle)

• Skeleton and generalized tissues - triangle meshes or ellipsoids they change position during motion but not the shape

Muscles - terminology

• Proximal - closer to body center; Distal - more distant to body center

• Origin - the place(s) on one or more bones where the muscle originates (is connected via tendons to bone)

• Insertion - location on one or more bones where the muscle inserts via tendons to bone (more distal to the body center then origin)

35

The diameter and shape of muscle changes according to the relative position of origin and an insertion.

Page 36: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997) 36

Default muscle shape

2 origins and 2 insertions

User adjusted muscle shapes (Side and front view in three

different levels of contraction)

Muscle Shape

is discretized generalized deformed cylinder whose axis is a curve from midpoint of origins to midpoint of insertions

7 muscle sections, 8 elliptical slices

slices form radial polygons; connecting polygon points axially gives the muscle shape

no explicit tendons

slice coordinate frames

Page 37: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Muscle Positioning - parameters controlled by the user

37

• 2 origin locations• 2 insertion locations• x,y scale of each muscle slice• x,y,z translation of each slice

from default location• x,y,z rotation from default state

• pivot on/off• which slice acts as a pivot• origin of the pivot coordinate frame• orientation of the pivot coordinate

framepivots (muscles bends

around pivot)

Page 38: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Muscle Animation

Muscle rest length - distance from the midpoint of origins through the pivot, to midpoint of insertions; muscle in resting position

Muscle present length - recalculates on every joint angle change

Width and thickness of internal slices (not insertion and origin) is scaled by:

38

lengthpresent

lengthrest

_

_

Thus assuring approximately non-varying volume of muscle

Page 39: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Skin

39

blurred voxelized modelskin reconstructed using

marching cubes alg.

skeleton, muscles and soft tissues voxelized model

Page 40: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Anchoring Skin

Anchor of skin vertex is the nearest underlying point

Virtual anchor is the initial skin position relative to underlying component

Anchoring - find the nearest point on underlying component and store the coordinates of vertex in local coordinate frame of that component.

Vertex is associated to the muscle section between two slices, four vertices in each slice are selected.

Parametric trilinear transformation which maps a unit cube into the warped cell between two muscle slices is defined. It maps points in parameter space (t,u,v) into physical space (x,y,z).

These transformations are defined on adjacent cubes and maps each shared corner to the same point thus assuring C0 continuity.

40

Page 41: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Anchoring Skin

41

Page 42: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

The Elastic Skin Model

• Edges of the triangle meshed skin are considered to be a springs (stiffness and rest length)

• Spring stiffnesses ke of edge between vertex v and vj is:

42

221),(

len

aavvk je

where len …… is the length of the edge a1 , a2 … are areas of triangles sharing the edge

all computed once in the rest position

• Spring stiffnesses ka between the skin vertex and its virtual anchor is:

i

iaa

aCvk

3)(

where Ca …… is user definable constant (usually 0.1)

Page 43: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

The Elastic Skin Model

43

Page 44: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Relaxation

• The process of equilibrium finding commences from positions of virtual anchors and is iterative

- wj = vj - v …present length of edge

- length_excess = wj - rest_length

- length_excess is multiplied by ke to give scalar value of elastic force

- net_elastic_force is sum of forces from all adjacent edges of vertex v and of edge to to its virtual anchor

- elastic_relaxation_vector = net_elastic_force / sum of all stiffness coefficients contributing to vertex v

- All skin vertices are translated by their elastic_relaxation_vectors

- The process iterates until the maximum relaxation vector is below user specified threshold or max. num. of iterations occurs.

44

Page 45: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Anchors, virtual anchors and relaxation - monkey shoulder under arm

45

Skin vertices coincide with virtual anchors

• brown - skin triangle mesh

• yellow - skin vertices connected to their muscle anchor

Skin vertices after relaxation

• red lines - connects skin vertices to their virtual anchors

Page 46: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Elastic Model - results

46

Page 47: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

Results

47

Page 48: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

Anatomically Based Modeling (Wilhelms 1997)

approx. 150,000 triangles, 30 relaxations = 25 seconds to recompute on SGI with 4 processors 150MHz R4400

Result: good compromise between visual appearance and speed

48

Page 49: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department

Running projects:

• Biomechanically Based Computer Animation of Human Hand - Dobšík M. (PhD thesis)

• Capturing the Motion of Human Figure using Single Camera View - Fědor M. (PhD thesis)

• Artificial Life in Virtual Reality - Marušinec J. (PhD thesis)

• and many other projects of students at master’s degree.

49

Page 50: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department

Obtaining Human Body Model from VHD Data

We decided for two strategies concurrently:

1) Reconstruction of 3D polygonal models from 2D slices

Two stages:

• find a contour of organ (e.g.: muscle, skin, ...)

• reconstruct 3D model from sequence of 2D slices

2) Direct polygonization of voxel model

Marching cubes method

50

Page 51: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department 51

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Visua liza tio nPrc hlík M .

C o nto urDe te c tio n

Hla d ík K.

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Surfa c e s fro mC o nto urs

Ve le šík J .

Se g m e nta tio nJ irko vský M .

Dire c tPo lyg o niza tio n

He ro u t A .

a ll VHD d a ta

se le c te d d a ta

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2D c o nto urs

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fter

seg

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3D vo xe ls

3D p o lyg o na l m o d e l

Cooperation of MSc students

Obtaining Human Body Model from VHD Data

Page 52: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department 52

Volume Vizualization by M. Prchlík MSc Student

We selected a subvolume containing right hand of Visible Female (2.5GB of image data)

RayCasting is used for vizualization of RBG colored volume data (Visible female - Voxel cube 0.33mm x 0.33mm x 0.33mm). [Jurzykowski99]

Complete selected volume

Page 53: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department 53

Volume Vizualization

approx. 13 sec to display complete volume (water remove only) on SunEnterprise 450, 400MHz, 4GB of memory

Detail of hand(650 slices - 0.8GB)

Wrist (650 slices - 0.8GB)

Page 54: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department 54

Reconstruction of 3D Models from 2D contours - Velešík J. [Velesik00]

Some results:

Concave surfacesBranching and LinkingBranching and Linking

Multiple branchingTermination of branchPolygonization of branch at saddle (concave surface)

Page 55: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department 55

Skin texturing by Pavel Jurzykowski MSc student [Jurzykowski99]

Based on work:[Wu95] Y. Wu, N. Magnenat-Thalmann, D. Thalmann (1995), "A dynamic wrinkle model

in facial animation and skin ageing", J. Visual. Comp. Anim., 6, 195–205.

Approximation of microstructure of human skin

using Bump mapping

+ =

Page 56: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department 56

Skin texturing by Pavel Jurzykowski MSc student

Macrostructure of skin is represented by Bezier cubics

Page 57: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

CA at our Department 57

Skin texturing by Pavel Jurzykowski MSc student

Limbs (here finger) are divided into segments. Each segment is textured independently. Texture is created dynamically. Continuity is maintained between segments.

Page 58: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

References #1 58

[Chadwick89] Chadwick, J., E., Haumann, F., R. and Parent, E., R.: Layered Construction for Deformable Animated Characters. In SIGGRAPH’89 conference proceedings, ACM SIGGRAPH, 1989, pages 243-252.

[Chen92] Chan, D., T. and Zeltzer, D.: Pump It Up: Computer Animation of Biomechanically Based Model of Muscle Using the Finite Element Method. In SIGGRAPH’92 conference proceedings, ACM SIGGRAPH, 1992, pages 89-98.

[Hing98] Ng-Thow-Hing, V.: Mini-tutorial on Creating Digital Humans and Animals with Computer Graphics, CITO '98 Inaugural Researcher Retreat, University of Toronto, 1998.

[Jurzykovski99] Jurzykowski, P.: Vizualizace a animace lidské kůže. Master’s Thesis, Brno University of Technology, Czech Republic, 1999.

[Maurell98] Maurell, W. : 3D Modeling of the Human Upper Limb including the Biomechanics of Joints, Muscles and Soft Tissues, Ph.D. Thesis, Laboratoire d'Infographie - Ecole Polytechnique Federale de Lausanne, 1998.

[Molet99] Molet, T., Aubel, A., Çapin, T., Carion, S., Lee, E., Magnenat-Thalmann, N., Noser, H., Pandzic, I., Sannier, G., Thalmann, D.: ANYONE FOR TENNIS? Presence, Vol. 8, No. 2, MIT press, April 1999, pp.140-156.

Page 59: Computer Animation of Vertebrates by Martin Dobšík Brno University of Technology, Czech Republic e-mail:dobsik@dcse.fee.vutbr.cz WWW:dobsik

References #2 59

[Prchlik00] Prchlík, M.: Vizualisation of Voxel Models. Master’s Thesis, Brno University of Technology, Czech Republic, 1999.

[Terzopoulos97] Terzopoulos, D., Mones-Hattal, B., Hofer, B., Parke, F., Sweetland, D. and Waters, K.: Facial animation (panel): past, present and future. In SIGGRAPH’97 conference proceedings, ACM SIGGRAPH, Addison Wesley, August 1997, Pages 434 - 436.

[Thalmann88] Magnenat-Thalmann, A., Laperriere, R., Thalmann, D.: Joint-Dependent Local Deformations for Hand Animation and Object Grasping, Proc. Graphics Interface'88, Edmonton,1988.

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