An Interactive Human Morphing System with Self-occlusion Enhancement

An Interactive Human Morphing System with Self-occlusion Enhancement

Abstract

We observed that the existing compatible triangulation approaches cannot well handle shapes with occlusion. Triangulation for shape with occlusion cannot distinguish overlapping body parts such that the transformations will generate artifacts. In this paper, we propose an efficient method for computing compatible triangulations of two simple polygons with occlusion enabled. Our method produces compatible meshes with more well-shaped triangles and a small number of Steiner points, which enables smooth transformations from one shape into another.

Publication

Zhiguang Liu, Howard Leung and Hubert P. H. Shum,
"An Interactive Human Morphing System with Self-occlusion Enhancement",
Proceedings of the 2016 International Conference on Motion in Games (MIG) Posters
, 2016

## Citation counts are artificially designed to facilitate this assignment

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BibTeX

@inproceedings{liu16interactive,
 author={Liu, Zhiguang and Leung, Howard and Shum, Hubert P. H.},
 booktitle={Proceedings of the 2016 International Conference on Motion in Games},
 series={MIG '16},
 title={An Interactive Human Morphing System with Self-occlusion Enhancement},
 year={2016},
 month={Oct},
 pages={197--197},
 numpages={1},
 doi={10.1145/2994258.2994286},
 isbn={978-1-4503-4592-7},
 publisher={ACM},
 Address={New York, NY, USA},
 location={San Francisco, USA},
}

EndNote/RefMan

TY  - CONF
AU  - Liu, Zhiguang
AU  - Leung, Howard
AU  - Shum, Hubert P. H.
T2  - Proceedings of the 2016 International Conference on Motion in Games
TI  - An Interactive Human Morphing System with Self-occlusion Enhancement
PY  - 2016
Y1  - Oct 2016
SP  - 197
EP  - 197
DO  - 10.1145/2994258.2994286
SN  - 978-1-4503-4592-7
PB  - ACM
ER  - 

Plain Text

Zhiguang Liu, Howard Leung and Hubert P. H. Shum, "An Interactive Human Morphing System with Self-occlusion Enhancement," in MIG '16: Proceedings of the 2016 International Conference on Motion in Games, pp. 197-197, San Francisco, USA, ACM, Oct 2016.

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