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3D Modeling and Animation: Synthesis and Analysis Techniques for the Human Body

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The emergence of virtual reality applications and human-like interfaces has
given rise to the necessity of producing realistic models of the human body.
Building and animating a synthetic, cartoon-like, model of the human body has
been practiced for many years in the gaming industry and advances in the game
platforms have led to more realistic models, although still cartoon-like. The
issue of building a virtual human clone is still a matter of ongoing research and
relies on effective algorithms which will determine the 3D structure of an actual
human being and duplicate this with a three-dimensional graphical model,
fully textured, by correct mapping of 2D images of the human on the 3D model.

Realistic human animation is also a matter of ongoing research and, in the case
of human cloning, relies on accurate tracking of the 3D motion of a human,
which has to be duplicated by his 3D model. The inherently complex articulation
of the human body imposes great difficulties in both the tracking and animation
processes, which are being tackled by specific techniques, such as modeling
languages, as well as by standards developed for these purposes. Particularly
the human face and hands present the greatest difficulties in modeling and
animation due to their complex articulation and communicative importance in
expressing the human language and emotions.

Within the context of this book, we present the state-of-the-art methods for
analyzing the structure and motion of the human body in parallel with the most
effective techniques for constructing realistic synthetic models of virtual humans.
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