381 research outputs found

    Tracking and Retexturing Cloth for RealTime Virtual Clothing Applications

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    Abstract. In this paper, we describe a dynamic texture overlay method from monocular images for real-time visualization of garments in a virtual mirror environment. Similar to looking into a mirror when trying on clothes, we create the same impression but for virtually textured garments. The mirror is replaced by a large display that shows the mirrored image of a camera capturing e.g. the upper body part of a person. By estimating the elastic deformations of the cloth from a single camera in the 2D image plane and recovering the illumination of the textured surface of a shirt in real time, an arbitrary virtual texture can be realistically augmented onto the moving garment such that the person seems to wear the virtual clothing. The result is a combination of the real video and the new augmented model yielding a realistic impression of the virtual piece of cloth

    RECREATING AND SIMULATING DIGITAL COSTUMES FROM A STAGE PRODUCTION OF \u3ci\u3eMEDEA\u3c/i\u3e

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    This thesis investigates a technique to effectively construct and simulate costumes from a stage production Medea, in a dynamic cloth simulation application like Maya\u27s nDynamics. This was done by using data collected from real-world fabric tests and costume construction in the theatre\u27s costume studio. Fabric tests were conducted and recorded, by testing costume fabrics for drape and behavior with two collision objects. These tests were recreated digitally in Maya to derive appropriate parameters for the digital fabric, by comparing with the original reference. Basic mannequin models were created using the actors\u27 measurements and skeleton-rigged to enable animation. The costumes were then modeled and constrained according to the construction process observed in the costume studio to achieve the same style and stitch as the real costumes. Scenes selected and recorded from Medea were used as reference to animate the actors\u27 models. The costumes were assigned the parameters derived from the fabric tests to produce the simulations. Finally, the scenes were lit and rendered out to obtain the final videos which were compared to the original recordings to ascertain the accuracy of simulation. By obtaining and refining simulation parameters from simple fabric collision tests, and modeling the digital costumes following the procedures derived from real-life costume construction, realistic costume simulation was achieved

    DiffXPBD : Differentiable Position-Based Simulation of Compliant Constraint Dynamics

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    We present DiffXPBD, a novel and efficient analytical formulation for the differentiable position-based simulation of compliant constrained dynamics (XPBD). Our proposed method allows computation of gradients of numerous parameters with respect to a goal function simultaneously leveraging a performant simulation model. The method is efficient, thus enabling differentiable simulations of high resolution geometries and degrees of freedom (DoFs). Collisions are naturally included in the framework. Our differentiable model allows a user to easily add additional optimization variables. Every control variable gradient requires the computation of only a few partial derivatives which can be computed using automatic differentiation code. We demonstrate the efficacy of the method with examples such as elastic material parameter estimation, initial value optimization, optimizing for underlying body shape and pose by only observing the clothing, and optimizing a time-varying external force sequence to match sparse keyframe shapes at specific times. Our approach demonstrates excellent efficiency and we demonstrate this on high resolution meshes with optimizations involving over 26 million degrees of freedom. Making an existing solver differentiable requires only a few modifications and the model is compatible with both modern CPU and GPU multi-core hardware

    High quality dynamic reflectance and surface reconstruction from video

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    The creation of high quality animations of real-world human actors has long been a challenging problem in computer graphics. It involves the modeling of the shape of the virtual actors, creating their motion, and the reproduction of very fine dynamic details. In order to render the actor under arbitrary lighting, it is required that reflectance properties are modeled for each point on the surface. These steps, that are usually performed manually by professional modelers, are time consuming and cumbersome. In this thesis, we show that algorithmic solutions for some of the problems that arise in the creation of high quality animation of real-world people are possible using multi-view video data. First, we present a novel spatio-temporal approach to create a personalized avatar from multi-view video data of a moving person. Thereafter, we propose two enhancements to a method that captures human shape, motion and reflectance properties of amoving human using eightmulti-view video streams. Afterwards we extend this work, and in order to add very fine dynamic details to the geometric models, such as wrinkles and folds in the clothing, we make use of the multi-view video recordings and present a statistical method that can passively capture the fine-grain details of time-varying scene geometry. Finally, in order to reconstruct structured shape and animation of the subject from video, we present a dense 3D correspondence finding method that enables spatiotemporally coherent reconstruction of surface animations directly frommulti-view video data. These algorithmic solutions can be combined to constitute a complete animation pipeline for acquisition, reconstruction and rendering of high quality virtual actors from multi-view video data. They can also be used individually in a system that require the solution of a specific algorithmic sub-problem. The results demonstrate that using multi-view video data it is possible to find the model description that enables realistic appearance of animated virtual actors under different lighting conditions and exhibits high quality dynamic details in the geometry.Die Entwicklung hochqualitativer Animationen von menschlichen Schauspielern ist seit langem ein schwieriges Problem in der Computergrafik. Es beinhaltet das Modellieren einer dreidimensionaler Abbildung des Akteurs, seiner Bewegung und die Wiedergabe sehr feiner dynamischer Details. Um den Schauspieler unter einer beliebigen Beleuchtung zu rendern, müssen auch die Reflektionseigenschaften jedes einzelnen Punktes modelliert werden. Diese Schritte, die gewöhnlich manuell von Berufsmodellierern durchgeführt werden, sind zeitaufwendig und beschwerlich. In dieser These schlagen wir algorithmische Lösungen für einige der Probleme vor, die in der Entwicklung solch hochqualitativen Animationen entstehen. Erstens präsentieren wir einen neuartigen, räumlich-zeitlichen Ansatz um einen Avatar von Mehransicht-Videodaten einer bewegenden Person zu schaffen. Danach beschreiben wir einen videobasierten Modelierungsansatz mit Hilfe einer animierten Schablone eines menschlichen Körpers. Unter Zuhilfenahme einer handvoll synchronisierter Videoaufnahmen berechnen wir die dreidimensionale Abbildung, seine Bewegung und Reflektionseigenschaften der Oberfläche. Um sehr feine dynamische Details, wie Runzeln und Falten in der Kleidung zu den geometrischen Modellen hinzuzufügen, zeigen wir eine statistische Methode, die feinen Details der zeitlich variierenden Szenegeometrie passiv erfassen kann. Und schließlich zeigen wir eine Methode, die dichte 3D Korrespondenzen findet, um die strukturierte Abbildung und die zugehörige Bewegung aus einem Video zu extrahieren. Dies ermöglicht eine räumlich-zeitlich zusammenhängende Rekonstruktion von Oberflächenanimationen direkt aus Mehransicht-Videodaten. Diese algorithmischen Lösungen können kombiniert eingesetzt werden, um eine Animationspipeline für die Erfassung, die Rekonstruktion und das Rendering von Animationen hoher Qualität aus Mehransicht-Videodaten zu ermöglichen. Sie können auch einzeln in einem System verwendet werden, das nach einer Lösung eines spezifischen algorithmischen Teilproblems verlangt. Das Ergebnis ist eine Modelbeschreibung, das realistisches Erscheinen von animierten virtuellen Schauspielern mit dynamischen Details von hoher Qualität unter verschiedenen Lichtverhältnissen ermöglicht
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