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By 
Johnny Chang (-db)
Yitao Duan (-bj)

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CS184 Final Project: 
Hierarchical Modeling, Manipulation and Animation of Human Body 
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)
 
 

 

By Johnny Chang (cs184-db) & Yitao Duan (cs184-bj)  12-9-1999