59 research outputs found

    Modelling human pose and shape based on a database of human 3D scans

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    Generating realistic human shapes and motion is an important task both in the motion picture industry and in computer games. In feature films, high quality and believability are the most important characteristics. Additionally, when creating virtual doubles the generated charactes have to match as closely as possible to given real persons. In contrast, in computer games the level of realism does not need to be as high but real-time performance is essential. It is desirable to meet all these requirements with a general model of human pose and shape. In addition, many markerless human tracking methods applied, e.g., in biomedicine or sports science can benefit greatly from the availability of such a model because most methods require a 3D model of the tracked subject as input, which can be generated on-the-fly given a suitable shape and pose model. In this thesis, a comprehensive procedure is presented to generate different general models of human pose. A database of 3D scans spanning the space of human pose and shape variations is introduced. Then, four different approaches for transforming the database into a general model of human pose and shape are presented, which improve the current state of the art. Experiments are performed to evaluate and compare the proposed models on real-world problems, i.e., characters are generated given semantic constraints and the underlying shape and pose of humans given 3D scans, multi-view video, or uncalibrated monocular images is estimated.Die Erzeugung realistischer Menschenmodelle ist eine wichtige Anwendung in der Filmindustrie und bei Computerspielen. In Spielen ist Echtzeitsynthese unabdingbar aber der Detailgrad muß nicht so hoch sein wie in Filmen. Für virtuelle Doubles, wie sie z.B. in Filmen eingesetzt werden, muss der generierte Charakter dem gegebenen realen Menschen möglichst ähnlich sein. Mit einem generellen Modell für menschliche Pose und Körperform ist es möglich alle diese Anforderungen zu erfüllen. Zusätzlich können viele Verfahren zur markerlosen Bewegungserfassung, wie sie z.B. in der Biomedizin oder in den Sportwissenschaften eingesetzt werden, von einem generellen Modell für Pose und Körperform profitieren. Da diese ein 3D Modell der erfassten Person benötigen, das jetzt zur Laufzeit generiert werden kann. In dieser Doktorarbeit wird ein umfassender Ansatz vorgestellt, um verschiedene Modelle für Pose und Körperform zu berechnen. Zunächst wird eine Datenbank von 3D Scans aufgebaut, die Pose- und Körperformvariationen von Menschen umfasst. Dann werden vier verschiedene Verfahren eingeführt, die daraus generelle Modelle für Pose und Körperform berechnen und Probleme beim Stand der Technik beheben. Die vorgestellten Modelle werden auf realistischen Problemstellungen getestet. So werden Menschenmodelle aus einigen wenigen Randbedingungen erzeugt und Pose und Körperform von Probanden wird aus 3D Scans, Multi-Kamera Videodaten und Einzelbildern der bekleideten Personen geschätzt

    The Acquisition, Modelling and Estimation of Canine 3D Shape and Pose

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    Marker-less motion capture in general scenes with sparse multi-camera setups

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    Human motion-capture from videos is one of the fundamental problems in computer vision and computer graphics. Its applications can be found in a wide range of industries. Even with all the developments in the past years, industry and academia alike still rely on complex and expensive marker-based systems. Many state-of-the-art marker-less motioncapture methods come close to the performance of marker-based algorithms, but only when recording in highly controlled studio environments with exactly synchronized, static and sufficiently many cameras. While relative to marker-based systems, this yields an easier apparatus with a reduced setup time, the hurdles towards practical application are still large and the costs are considerable. By being constrained to a controlled studio, marker-less methods fail to fully play out their advantage of being able to capture scenes without actively modifying them. In the area of marker-less human motion-capture, this thesis proposes several novel algorithms for simplifying the motion-capture to be applicable in new general outdoor scenes. The first is an optical multi-video synchronization method which achieves subframe accuracy in general scenes. In this step, the synchronization parameters of multiple videos are estimated. Then, we propose a spatio-temporal motion-capture method which uses the synchronization parameters for accurate motion-capture with unsynchronized cameras. Afterwards, we propose a motion capture method that works with moving cameras, where multiple people are tracked even in front of cluttered and dynamic backgrounds with potentially moving cameras. Finally, we reduce the number of cameras employed by proposing a novel motion-capture method which uses as few as two cameras to capture high-quality motion in general environments, even outdoors. The methods proposed in this thesis can be adopted in many practical applications to achieve similar performance as complex motion-capture studios with a few consumer-grade cameras, such as mobile phones or GoPros, even for uncontrolled outdoor scenes.Die videobasierte Bewegungserfassung (Motion Capture) menschlicher Darsteller ist ein fundamentales Problem in Computer Vision und Computergrafik, das in einer Vielzahl von Branchen Anwendung findet. Trotz des Fortschritts der letzten Jahre verlassen sich Wirtschaft und Wissenschaft noch immer auf komplexe und teure markerbasierte Systeme. Viele aktuelle markerlose Motion-Capture-Verfahren kommen der Leistung von markerbasierten Algorithmen nahe, aber nur bei Aufnahmen in stark kontrollierten Studio-Umgebungen mit genügend genau synchronisierten, statischen Kameras. Im Vergleich zu markerbasierten Systemen wird der Aufbau erheblich vereinfacht, was Zeit beim Aufbau spart, aber die Hürden für die praktische Anwendung sind noch immer groß und die Kosten beträchtlich. Durch die Beschränkung auf ein kontrolliertes Studio können markerlose Verfahren nicht vollständig ihren Vorteil ausspielen, Szenen aufzunehmen zu können, ohne sie aktiv zu verändern. Diese Arbeit schlägt mehrere neuartige markerlose Motion-Capture-Verfahren vor, welche die Erfassung menschlicher Darsteller in allgemeinen Außenaufnahmen vereinfachen. Das erste ist ein optisches Videosynchronisierungsverfahren, welches die Synchronisationsparameter mehrerer Videos genauer als die Bildwiederholrate schätzt. Anschließend wird ein Raum-Zeit-Motion-Capture-Verfahren vorgeschlagen, welches die Synchronisationsparameter für präzises Motion Capture mit nicht synchronisierten Kameras verwendet. Außerdem wird ein Motion-Capture-Verfahren für bewegliche Kameras vorgestellt, das mehrere Menschen auch vor unübersichtlichen und dynamischen Hintergründen erfasst. Schließlich wird die Anzahl der erforderlichen Kameras durch ein neues MotionCapture-Verfahren, auf lediglich zwei Kameras reduziert, um Bewegungen qualitativ hochwertig auch in allgemeinen Umgebungen wie im Freien zu erfassen. Die in dieser Arbeit vorgeschlagenen Verfahren können in viele praktische Anwendungen übernommen werden, um eine ähnliche Leistung wie komplexe Motion-Capture-Studios mit lediglich einigen Videokameras der Verbraucherklasse, zum Beispiel Mobiltelefonen oder GoPros, auch in unkontrollierten Außenaufnahmen zu erzielen

    Perspectives from a human-centred archaeology : Iron Age people and society on Öland

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    The objective of this study was to develop, test and evaluate a specifically defined interdisciplinary approach—the human-centred approach—as applied to a case study, Iron Age Öland. Four themes were selected to highlight different aspects of particular interest in Öland: taphonomy, diet, migration, and social organization. The uncremated human skeletal remains from Öland are the basis for this study. Different aspects of the bones, such as spatial distribution and chemical and physical properties, were investigated. The methods used include osteological methods, image-based modelling, isotopic analysis of bone (δ13C and δ15N; 14C) and enamel (87Sr/86Sr, δ18O), statistical modelling, and graph-based network analysis.The great impact of the choice of methodology in the different papers was apparent in evaluating how the human-centred approach could be practiced.The concept developed in Paper I, Virtual Taphonomy, provided deeper insight into the specific case study of Öland but also showed the potential of this methodology for archaeology and osteology in general.The approach to migration in Paper II gave results differing from those in Paper IV. The use of a second isotope (δ18O) in Paper IV showed how some individuals were clearly not from an area close by enough to fit within the proposed areas in Paper II. Paper IV also questioned the definitions of 87Sr/86Sr baseline and the interpretation process for deciding whether an individual is determined as a migrant. While the population level approach to migration in Paper II allowed for a discussion on the mechanisms behind migration, the approach in Paper IV instead gave insight into the nature and expression of migration within Öland’s society.In Paper III, it was demonstrated that a shift in diet (isotope variation) did not coincide with the relative typological chronology but instead should be studied by more independent chronology (such as 14C). The isotope results for Öland could also be interpreted completely differently today due to new standards for understanding how isotope values relate to human diet.Paper V showed how a transparent analysis of isotope results, osteological analysis, and archaeological parameters could be used to discuss societal development using graph-based network analysis.Using the human-centred approach to Iron Age Öland resulted in some new insights and a rethinking of society, particularly regarding diet and migration. The interpretation of the diet isotopes means that the pastoralist subsistence likely transformed the Ölandic landscape much earlier than previously thought. The dietary shift places the start of this in the final two centuries BC, not AD 200. In the Late Iron Age, the migration levels doubled, especially as women were immigrating. The people settling Öland were coming from diverse geographical areas in both periods, with the addition of more distant migrants in the Late period. I argue this is part of a creolization process in Öland in the Late Iron Age, detectable in burial practice and diet. The starting point of this great immigration is difficult to define as uncremated human remains are largely lacking in the period AD 200–700. Around AD 200, there is also a change in social organization indicated through the perceptible use of violence. I interpret this as a society where elders had diminished social power compared to earlier times, and when the increasing military focus throughout Scandinavia was also established in Öland.In conclusion, the exploration of a human-centred archaeology gave new insights of relevance to archaeology at large, not just Iron Age Öland. In particular, the strong interpretational aspects of isotopes could be demonstrated, as well as the great advantages of applying digital archaeological theory and method to human skeletal remains
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