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ByteDance said that, unlike some deepfake models that can animate only faces or upper bodies, its OmniHuman-1 could generate realistic full-body animations that sync gestures and facial ...
Figure drawing by Leonardo da Vinci. A figure drawing is a drawing of the human form in any of its various shapes and postures, using any of the drawing media. The term can also refer to the act of producing such a drawing. The degree of representation may range from highly detailed, anatomically correct renderings to loose and expressive sketches.
In modern figure drawing, the basic unit of measurement is the 'head', which is the distance from the top of the head to the chin. This unit of measurement is credited [ 2 ] to the Greek sculptor Polykleitos (fifth century BCE) and has long been used by artists to establish the proportions of the human figure.
On Artbreeder, users mainly interact through the remixing - referred to as 'breeding' - of other users' images found in the publicly accessible database of images. [1] The creation of new variations can be done by tweaking sliders on an image's page, known as "genes", which in the "Portraits" model can range from color balance to gender, facial ...
Physiological models, such as skeletal muscle systems and physically based head models, form another approach in modeling the head and face. [4] Here, the physical and anatomical characteristics of bones, tissues, and skin are simulated to provide a realistic appearance (e.g. spring-like elasticity). Such methods can be very powerful for ...
Mannequins in a clothing shop in Canada A mannequin in North India. A mannequin (sometimes spelled as manikin and also called a dummy, lay figure, or dress form) is a doll, often articulated, used by artists, tailors, dressmakers, window dressers and others, especially to display or fit clothing and show off different fabrics and textiles.
In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. [3] [4]
Technically, the model developed for MakeHuman is: Light and optimized for subdivision surfaces modelling (15,128 vertices). Quads only. The human mesh itself is triangles free, using Catmull-Clark subdivision for extra resolution to base meshes, see also polygon mesh. Only E(5) Pole and the N(3) Pole, without holes and without 6-edge poles.