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High-Detail Animation of Human Body Shape and Pose from High-Resolution 4D Scans Using Iterative Closest Point and Shape Maps
Applied Sciences ( IF 2.838 ) Pub Date : 2020-10-26 , DOI: 10.3390/app10217535
Marta Nowak , Robert Sitnik

In this article, we present a method of analysis for 3D scanning sequences of human bodies in motion that allows us to obtain a computer animation of a virtual character containing both skeleton motion and high-detail deformations of the body surface geometry, resulting from muscle activity, the dynamics of the motion, and tissue inertia. The developed algorithm operates on a sequence of 3D scans with high spatial and temporal resolution. The presented method can be applied to scans in the form of both triangle meshes and 3D point clouds. One of the contributions of this work is the use of the Iterative Closest Point algorithm with motion constraints for pose tracking, which has been problematic so far. We also introduce shape maps as a tool to represent local body segment deformations. An important feature of our method is the possibility to change the topology and resolution of the output mesh and the topology of the animation skeleton in individual sequences, without requiring time-consuming retraining of the model. Compared to the state-of-the-art Skinned Multi-Person Linear (SMPL) method, the proposed algorithm yields almost twofold better accuracy in shape mapping.

中文翻译:

使用迭代最近点和形状贴图从高分辨率4D扫描中获得人体形状和姿势的高细节动画

在本文中,我们介绍了一种分析人体运动3D扫描序列的方法,该方法使我们能够获得虚拟角色的计算机动画,其中包含骨骼运动和由于肌肉活动导致的身体表面几何形状的高细节变形,运动的动力学和组织惯性。所开发的算法对具有高时空分辨率的3D扫描序列进行操作。所提出的方法可以应用于三角形网格和3D点云形式的扫描。这项工作的贡献之一是将具有运动约束的迭代最近点算法用于姿势跟踪,到目前为止,这是有问题的。我们还介绍了形状图作为代表局部身体段变形的工具。我们方法的一个重要特征是可以按单个序列更改输出网格的拓扑和分辨率以及动画骨架的拓扑,而无需耗时的模型重新训练。与最新的蒙皮多人线性(SMPL)方法相比,该算法在形状映射中产生了几乎两倍的精度。
更新日期:2020-10-28
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