modeling individual animated virtual humans for crowds
We present a real-time individual human body model generation method with commodity graphics hardware. Based on a template body model, per-vertex deformation weights are generated according to the anthropometric measurement standards. These standards are used during the design stage of the template body model to segment it into regions where corresponding measurement parameter and deformation weights are applied to generate individualized model. Existing skinning information is still available regardless of the deformation process, so it is possible to deform the model in any dynamic posture while it is animated. Depending on the anatomical shape of the regions, deformation weights and specific control parameters are blended to change the body sizes on GPU. Calculation of the deformation weights are based on splines and radial distance of the surface vertices. Deformation process preserves the continuity between neighbouring and overlapping regions of the body model. Using a set of high level parameters, this technique could be used to generate different size models in virtual crowds with realtime efficiency.
gpu based geometric deformation virtual crowd generation anthropometry