Simpósio Latino-Americano de Jogos
Virtual Human Deformation: A Systematic Literature Mapping
Gabriel C. Silva, Mateus S. Tavares, André T. da Silva, Marcelo da S. Hounsell
Resumo
In computer graphics, deformations are used to change
the appearance of an object, regardless if it is 2D or
3D. These deformations can be applied in many areas,
such as games, entertainment, health, education,
fashion, textile industry, and so on. This paper presents
a literature mapping on 3D human whole body
deformations. It aims to identify techniques and
procedures applied in the deformation of Virtual
Humans oriented by physiological aspects, such as
growth or weight-gain that impact Body Image – the
study on how a person sees his own body. The search
was performed in ACM Digital Library, IEEE Xplore,
Engineering Village and Scopus. Altogether, 7279
documents were obtained but only 11 papers met
inclusion and exclusion criteria. Data show that few
researches provide model deformation based on
physiological laws and that available techniques are
focused on mathematical issues or interactions.
Palavras-chave
Técnicas de deformação, Humanos
Virtuais, Computação Gráfica.
Texto completo:
PDF