The lifelike new release of digital doubles of real-world actors has been the focal point of special effects examine for a few years. despite the fact that, a few difficulties nonetheless stay unsolved: it truly is nonetheless time-consuming to generate personality animations utilizing the normal skeleton-based pipeline, passive functionality trap of human actors donning arbitrary daily clothing remains to be hard, and previously, there's just a constrained quantity of strategies for processing and editing mesh animations, not like the massive volume of skeleton-based concepts. during this thesis, we advise algorithmic ideas to every of those difficulties. First, effective mesh-based choices to simplify the general personality animation technique are proposed. even though forsaking the idea that of a kinematic skeleton, either options may be at once built-in within the conventional pipeline, producing animations with sensible physique deformations. Thereafter, 3 passive functionality catch tools are awarded which hire a deformable version as underlying scene illustration. The options may be able to together reconstruct spatio-temporally coherent time-varying geometry, movement, and textural floor visual appeal of matters donning unfastened and daily clothing. furthermore, the got top quality reconstructions allow us to render lifelike 3D video clips. on the finish, novel algorithms for processing mesh animations are defined. the 1st one allows the fully-automatic conversion of a mesh animation right into a skeletonbased animation and the second immediately converts a mesh animation into an animation university, a brand new creative type for rendering animations. The tools defined within the thesis may be considered as ideas to express difficulties or very important construction blocks for a bigger software. As an entire, they shape a strong method to safely seize, manage and realistically render realworld human performances, exceeding the services of many similar trap strategies. by way of this suggests, we can adequately catch the movement, the timevarying information and the feel info of a true human acting, and rework it right into a fully-rigged personality animation, that may be at once utilized by an animator, or use it to realistically show the actor from arbitrary viewpoints.