Technical
Documentation
Abstract
In this project we built a hierarchical model of a human body out of
a set of unorganized polygons. Necessary information was inferred from
the original data to define the relationship among body parts and enable
user manipulation. Special efforts were made to ensure correct modeling
and rendering of joints. Animation was achieved by recording a sequence
of frames and replaying them. Although this is basically a modeling project,
we did our best to refine the rendering. We implemented a surface normal
calculation algorithm proposed by H. Hoppe[2] and precalculated surface
normal. Using this information, we did a smooth shading rendering.
Background
As part of an ongoing project which simulates human thermal comfort,
it is critical to obtain a good geometric modeling of human body, not only
for visualization purpose but also for accurate computing of radiant factors
among body parts and the environment. It is desirable if the model can
be easily modified so different gestures can be simulated. Currently the
geometric model of body is generated outside the simulation program and
is composed of a large number of fine, independent polygons. While it is
adequate for one configuration, it lacks the flexibility to accommodate
other situations. The body parts cannot be moved individually so it is
frozen in one gesture. Our project solved this problem by constructing
a hierarchical model out of these unorganized polygons. Different body
parts are identified by their color tags in the data file(in DXF format).
Final Full Text Technical document in PDF (*.pdf)
Final Full Text Technical document in Word (*.doc)
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