Building Layered Animation Models from Captured Data

  • Wei Sun
  • Adrian Hilton
  • Raymond Smith
  • John Illingworth
Part of the Eurographics book series (EUROGRAPH)


This paper proposes a technique for building layer animation models of real objects from 3D surface measurement data. A layered animation model is constructed with 3 layers, the skeleton, low-resolution-control-model and high-resolution model. Initially a skeleton model is manually placed inside the low-resolution control model and high-resolution scanned data. Automatic techniques are introduced to map both the control model and captured data into a single layered model. The resulting model enables efficient, seamless animation by manipulation of the skeleton whilst maintaining the captured high-resolution surface detail.


Implicit Surface Joint Plane Skeleton Model Vertex Normal Animation Model 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Babski, C. and Thalmann, D.: A Seamless Shape for HANIM Compliant Bodies. Proc. VRML’99, (1999) 21–28Google Scholar
  2. 2.
    Bloomenthal, J. and Wyvill, B.: Interactive Techniques for Implicit Modelling. Computer Graphics, Vol. 24., No. 2. (1990) 109–116CrossRefGoogle Scholar
  3. 3.
    Chadwick, J., Haumann, D. R. and Parent, R. E.: Layered Construction for Deformable Animated Characters. Computer Graphics, Vol. 23., No. 3. (1989) 234–243CrossRefGoogle Scholar
  4. 4.
    Forsey, D. R.: A Surface Model for Skeleton-Based Character Animation. Proc. Second Eurographics Workshop on Animation and Simulation (1991) 55–74Google Scholar
  5. 5.
    Hilton, A., Stoddart, A. J., Illingworth, J. and Windeatt, T.: Implicit Surface-Based Geometric Fusion. Computer Vision and Image Understanding, Vol. 69., No. 3. (1998) 273–291CrossRefGoogle Scholar
  6. 6.
    Kalra, P. and Magnenat Thalmann, N.: Real-Time Animation of Realistic Virtual Human. Computer Graphics and Applications, Vol. 18., No. 5. (1998) 42–56CrossRefGoogle Scholar
  7. 7.
    Lander, J.: Skin them Bones: Game Programming for the Web Generation. Game Developer, May(1994)Google Scholar
  8. 8.
    Laurent, M. and Magnenat Thalmann, N.: Dirichlet Free-Form Deformations and their Application to Hand Simulation. Computer Animation’97, (1997)Google Scholar
  9. 9.
    Maestri, G.: Digital Character Animation. New Riders Publishing, Indiana, USA (1996)Google Scholar
  10. 10.
    Shen, J. and Thalmann, D.: Interactive Shape Design Using Metaballs and Splines. Proc. Implicit Surfaces’95, (1995) 187–196Google Scholar
  11. 11.
    Turner, R. and Gobbetti, E.: Techniques for Realistic Facial Modelling and Animation. Computer Graphics Forum, Vol. 17., No. 2. (1998) 135–152CrossRefGoogle Scholar

Copyright information

© Springer-Verlag Wien 1999

Authors and Affiliations

  • Wei Sun
    • 1
  • Adrian Hilton
    • 1
  • Raymond Smith
    • 1
  • John Illingworth
    • 1
  1. 1.Centre for Vision, Speech and Signal ProcessingUniversity of SurreyGuildfordUK

Personalised recommendations