A virtual human is a typical instance of articulated physical objects: it does not have only one shape but many, corresponding to all the possible postures that the underlying articulated skeleton can reach. For realistic rendering results, a high-quality texture is usually associated to the shape and skeleton structure. Controlling and animating a virtual human model requires simultaneously many graphics and computational resources.
The first part of this chapter discusses the control articulated skeleton structure and different approaches to build skeletons  and bind it to the geometry. The second part addresses the production of LoDs for virtual humans, both for the 3D shape (geometry) and the articulated skeleton (motion and animation).
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