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  2. MakeHuman - Wikipedia

    en.wikipedia.org/wiki/MakeHuman

    Evolution of the mesh for the human model: A first universal mesh prototype (head only), done in 1999 using makeHead script, was adapted for the early MakeHuman in 2000. The first professional mesh (HM01) for a human model was realized by Enrico Valenza in 2002. A second remarkable mesh (K-Mesh or HM02) was modelled by Kaushik Pal in 2003.

  3. MB-Lab - Wikipedia

    en.wikipedia.org/wiki/MB-Lab

    The software is designed as a laboratory [5] in constant evolution and includes both consolidated algorithms as the 3D morphing and experimental technologies, as the fuzzy mathematics used to handle the relations between human parameters, the non-linear interpolation [6] used to define the age, mass and tone, the auto-modelling engine based on body proportions and the expert system used to ...

  4. File:Human head and brain diagram.svg - Wikipedia

    en.wikipedia.org/wiki/File:Human_head_and_brain...

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us

  5. File:Human outline.svg - Wikipedia

    en.wikipedia.org/wiki/File:Human_outline.svg

    2008-04-26: Original Image:Human outline.gif @en.wikipedia being deleted as it has been replaced in all instances by Image:Human outline.svg. The file history for Image:Human outline.gif follows. There was no additional information on the image description page. 2007-07-29T17:32:36 (Talk | contribs | block) 325×720 5 KB (Based on Image:Human.svg)

  6. File:Adult male diagram template (drawing).svg - Wikipedia

    en.wikipedia.org/wiki/File:Adult_male_diagram...

    By this method, body diagrams can be derived by pasting organs into one of the "plain" body images shown below. This method requires a graphics editor that can handle transparent images, in order to avoid white squares around the organs when pasting onto the body image.

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  8. Freestyle (software) - Wikipedia

    en.wikipedia.org/wiki/Freestyle_(software)

    The program uses a shader script model inspired by the RenderMan Shading Language, allowing different shading styles to be written as a script that's interpreted at the render time. The different rendering styles are based on "style modules" that are written in Python programming language .

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