Mustafa Kasap
University of Geneva
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Publication
Featured researches published by Mustafa Kasap.
cyberworlds | 2007
Mustafa Kasap; Nadia Magnenat-Thalmann
We present an efficient technique for real-time human body model generation from sizing parameters. Based on a template model, various body sizes are generated according to the anthropometric measurement standards. These standards are used during the design stage of the template body model to segment it into regions where each region is deformed by corresponding measurement parameter. Depending on the anatomical shape of the regions, deformation functions with specific control parameters are blended to change the body sizes. Implementation of the deformation functions are based on splines and radial distance of the surface vertices. Before applying any deformation, displacement of the vertices are filtered to preserve the continuity between neighbouring and overlapping regions. With a set of high level parameters, this technique could be used to generate different size models in virtual environments.
The Visual Computer | 2011
Mustafa Kasap; Nadia Magnenat-Thalmann
The general trend in character modeling is toward the personalization of models with higher levels of visual realism. This becomes possible with the development of commodity computation resources that are capable of processing massive data in parallel across multiple processors. On the other hand, there is always a trade-off between the quantity of the model features that are simulated and the plausibility of the visual realism because of the limited computation resources. Also, to keep the resources’ to be used efficiently within the other modeling approaches such as skin reflectance, aging, animation, etc., one must consider the efficiency of the method being used in the simulation. In this paper, we present an efficient method to customize the size of a human body model to personalize it with industry standard parameters. One of the major contributions of this method is that it is possible to generate a range of different size body models by using anthropometry surveys. This process is not limited by data-driven mesh deformation but also adapts the skeleton and motion to keep the consistency between different body layers.
motion in games | 2008
Nadia Magnenat-Thalmann; E. Lyard; Mustafa Kasap; Pascal Volino
Virtual Try On (VTO) applications are still under development even if a few simplified applications start to be available. A true VTO should let the user specify its measurements, so that a realistic avatar can be generated. Also, the avatar should be animatable so that the worn cloth can be seen in motion. This later statement requires two technologies: motion adaptation and real-time cloth simulation. Both have been extensively studied during the past decade, and state of the art techniques may now enable the creation of a high quality VTO, allowing a user to virtually try on garments while shopping online. This paper reviews the pieces that should be put together to build such an application.
ieee virtual reality conference | 2011
Nadia Magnenat-Thalmann; Pascal Volino; Bart Kevelham; Mustafa Kasap; Qui Tran; Marlène Arévalo; Ghana Priya; Nedjma Cadi
This interactive application will allow visitors to play with garments in three dimensions, transforming them into creative, customizable and experimental objects. Based on touch screen technology and through a simple and attractive interface, visitors will be able to dress and customize a 3 dimensional virtual fashion model. The model will pose for you to show of the physically simulated garments in real time.
cyberworlds | 2010
Mustafa Kasap; Nadia Magnenat-Thalmann
Animated human body models are widely used in computer graphics applications. Creating such models requires extensive design efforts, specialized hardware such as body scanners, model databases and authoring tools. Customizing these characters or creating a virtual population with them requires multiple design efforts or powerful computers. In this paper we present a simple and robust method to create variously sized bodies based on a single template animated human body model. To achieve this, our method uses the skinning information attached to the model. By taking the positions of skeletal joints as a reference, our method automatically segments the body into its anatomical regions. Then, by using the anthropometric landmarks as parameters, the regions are deformed and the underlying skeletal structure is adapted to fit the new morphology. Our method preserves the skeleton-mesh integrity for variously sized bodies. We demonstrate our method by using a database of anthropometry measurements to generate a population of virtual humans generated from our single template model.
Computer-aided Design and Applications | 2011
Nadia Magnenat-Thalmann; Bart Kevelham; Pascal Volino; Mustafa Kasap; E. Lyard
virtual reality software and technology | 2009
Mustafa Kasap; Nadia Magnenat-Thalmann
eurographics | 2007
Bernhard Thomaszewski; Markus Wacker; Wolfgang Straßer; E. Lyard; Christiane Luible; Pascal Volino; Mustafa Kasap; Vincent Muggéo; Nadia Magnenat-Thalmann
Computer Animation and Virtual Worlds | 2009
Mustafa Kasap; Parag Chaudhuri; Nadia Magnenat-Thalmann
workshop on image analysis for multimedia interactive services | 2011
Mustafa Kasap; Sylvain Chague; Nadia Magnenat-Thalmann