The Monkey House
Most recently, we've been working on a new monkey model that
includes polygon mesh bones and muscles, as well as the original
ellipsoidal components. This model also includes a choice of
fur types (line, polyline, nurbs curves, and nurbs surface).
Further results in fur modeling can be seen on
the Fur Page.
Some Sample Monkey Animations
are at the bottom of this page.
Bones, Muscles, Filler, and Skin
This image
shows the four types of components. The upper left
shows the skeleton, which is a combination of polygon mesh and ellipsoidal
bones. The upper right shows polygon mesh and ellipsoidal muscles as well.
The lower left includes generalized filler tissue
modeled with ellipsoids. The lower right shows the
overlying polygon mesh skin. (The image is 96 Kbytes.)
The Pectoralis and Quadriceps Muscle Models
This image
shows the pectoralis (left) and the quadriceps
muscle (right).
The quadriceps is shown changing shape around a pivot when the knee bends.
Muscles extend from two origin points to two insertion points,
all fixed at parameterized locations on particular bones.
They automatically change shape in a volume preserving manner during joint
motion. (The image is 67 Kbytes.)
Voxelization, Filtering, and Skin Extraction
This image
shows how the skin is extracted. 1. The underlying
components are shown in a rest position, with the extremities enlarged
for greater detail in the extraction (upper left). 2. A 3D grid
over the body has been voxelized, with grid points inside the body
given a different scalar value than those outside (upper right).
3. The volume is filtered for smoothness (lower left).
4. An isosurface skin is extracted (lower right).
(The image is 61 Kbytes.)
Mohawk Monkey, Examples of Skin Repositioning
These images (187 and 30 Kbytes)
show the skin over the monkey in various positions. The skin
is attached to underlying components and moves with them, initially,
when the body moves. Next, skin points are mapped to world space
and adjusted using an elastic membrane model.
Repositioning Skin in Wireframe
This image
shows the skin of the shoulder before elastic adjustment at left.
Notice how the polygons are stretched far apart by the joint motion.
At right, elastic adjustment has re-equilibrated the surface.
(The image is 138 Kbytes.)
Repositioning Skin in Shaded Images
This image
shows the bent back in the upper left. Note the folds in the skin.
The other pictures show the shoulder skin at various joint positions.
It is texture mapped so that each skin triangle has a circle mapped
to it. When the skin moves, circles deform appropriately after
adjustment. (The image is 118 Kbytes.)
Importance of Elastic Adjustment for Fur
This image
shows the same shoulder region as the previous image but with fur.
When the skin isn't elastically adjusted, the hairs are pulled far
apart and leave gaps. When the skin is adjusted, the hairs are positioned
properly. (The image is 104 Kbytes.)
Examples of Fur Modeling
This image
shows various monkeys with fur. The fur model is relatively simple
but quite fast. Parameters give control over density, color, length,
curvature, gravity, etc. A paper describing the fur model will appear
in Graphics Interface '97 in May. See also
the Fur Page.
(This image is 210 Kbytes.)
If you have patience, this image is available in a
larger version
(759 Kbytes).
Animations
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Shoulder Components
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Shoulder Skin
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Monkey Skin 1
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Monkey Skin 2
Quicktime, 0.35 Mb
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Quicktime, 0.38 Mb
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Quicktime, 0.76 Mb
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Quicktime, 0.98 Mb
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Leg Components______
Line Fur 1_____________
Line Fur 2___________
Quicktime, 0.7 Mb____
Quicktime, 1.5 Mb______
Quicktime, 1.2 Mb____