4,115 research outputs found

    Automatic generation of statistical pose and shape models for articulated joints

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    Statistical analysis of motion patterns of body joints is potentially useful for detecting and quantifying pathologies. However, building a statistical motion model across different subjects remains a challenging task, especially for a complex joint like the wrist. We present a novel framework for simultaneous registration and segmentation of multiple 3-D (CT or MR) volumes of different subjects at various articulated positions. The framework starts with a pose model generated from 3-D volumes captured at different articulated positions of a single subject (template). This initial pose model is used to register the template volume to image volumes from new subjects. During this process, the Grow-Cut algorithm is used in an iterative refinement of the segmentation of the bone along with the pose parameters. As each new subject is registered and segmented, the pose model is updated, improving the accuracy of successive registrations. We applied the algorithm to CT images of the wrist from 25 subjects, each at five different wrist positions and demonstrated that it performed robustly and accurately. More importantly, the resulting segmentations allowed a statistical pose model of the carpal bones to be generated automatically without interaction. The evaluation results show that our proposed framework achieved accurate registration with an average mean target registration error of mm. The automatic segmentation results also show high consistency with the ground truth obtained semi-automatically. Furthermore, we demonstrated the capability of the resulting statistical pose and shape models by using them to generate a measurement tool for scaphoid-lunate dissociation diagnosis, which achieved 90% sensitivity and specificity

    Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control

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    Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control

    Learning to Reconstruct People in Clothing from a Single RGB Camera

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    We present a learning-based model to infer the personalized 3D shape of people from a few frames (1-8) of a monocular video in which the person is moving, in less than 10 seconds with a reconstruction accuracy of 5mm. Our model learns to predict the parameters of a statistical body model and instance displacements that add clothing and hair to the shape. The model achieves fast and accurate predictions based on two key design choices. First, by predicting shape in a canonical T-pose space, the network learns to encode the images of the person into pose-invariant latent codes, where the information is fused. Second, based on the observation that feed-forward predictions are fast but do not always align with the input images, we predict using both, bottom-up and top-down streams (one per view) allowing information to flow in both directions. Learning relies only on synthetic 3D data. Once learned, the model can take a variable number of frames as input, and is able to reconstruct shapes even from a single image with an accuracy of 6mm. Results on 3 different datasets demonstrate the efficacy and accuracy of our approach

    Unsupervised Learning of Complex Articulated Kinematic Structures combining Motion and Skeleton Information

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    In this paper we present a novel framework for unsupervised kinematic structure learning of complex articulated objects from a single-view image sequence. In contrast to prior motion information based methods, which estimate relatively simple articulations, our method can generate arbitrarily complex kinematic structures with skeletal topology by a successive iterative merge process. The iterative merge process is guided by a skeleton distance function which is generated from a novel object boundary generation method from sparse points. Our main contributions can be summarised as follows: (i) Unsupervised complex articulated kinematic structure learning by combining motion and skeleton information. (ii) Iterative fine-to-coarse merging strategy for adaptive motion segmentation and structure smoothing. (iii) Skeleton estimation from sparse feature points. (iv) A new highly articulated object dataset containing multi-stage complexity with ground truth. Our experiments show that the proposed method out-performs state-of-the-art methods both quantitatively and qualitatively
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