237 research outputs found
Skeleton Driven Non-rigid Motion Tracking and 3D Reconstruction
This paper presents a method which can track and 3D reconstruct the non-rigid
surface motion of human performance using a moving RGB-D camera. 3D
reconstruction of marker-less human performance is a challenging problem due to
the large range of articulated motions and considerable non-rigid deformations.
Current approaches use local optimization for tracking. These methods need many
iterations to converge and may get stuck in local minima during sudden
articulated movements. We propose a puppet model-based tracking approach using
skeleton prior, which provides a better initialization for tracking articulated
movements. The proposed approach uses an aligned puppet model to estimate
correct correspondences for human performance capture. We also contribute a
synthetic dataset which provides ground truth locations for frame-by-frame
geometry and skeleton joints of human subjects. Experimental results show that
our approach is more robust when faced with sudden articulated motions, and
provides better 3D reconstruction compared to the existing state-of-the-art
approaches.Comment: Accepted in DICTA 201
Fast Complementary Dynamics via Skinning Eigenmodes
We propose a reduced-space elasto-dynamic solver that is well suited for
augmenting rigged character animations with secondary motion. At the core of
our method is a novel deformation subspace based on Linear Blend Skinning that
overcomes many of the shortcomings prior subspace methods face. Our skinning
subspace is parameterized entirely by a set of scalar weights, which we can
obtain through a small, material-aware and rig-sensitive generalized eigenvalue
problem. The resulting subspace can easily capture rotational motion and
guarantees that the resulting simulation is rotation equivariant. We further
propose a simple local-global solver for linear co-rotational elasticity and
propose a clustering method to aggregate per-tetrahedra non-linear energetic
quantities. The result is a compact simulation that is fully decoupled from the
complexity of the mesh.Comment: 20 pages, 24 figure
HeadOn: Real-time Reenactment of Human Portrait Videos
We propose HeadOn, the first real-time source-to-target reenactment approach
for complete human portrait videos that enables transfer of torso and head
motion, face expression, and eye gaze. Given a short RGB-D video of the target
actor, we automatically construct a personalized geometry proxy that embeds a
parametric head, eye, and kinematic torso model. A novel real-time reenactment
algorithm employs this proxy to photo-realistically map the captured motion
from the source actor to the target actor. On top of the coarse geometric
proxy, we propose a video-based rendering technique that composites the
modified target portrait video via view- and pose-dependent texturing, and
creates photo-realistic imagery of the target actor under novel torso and head
poses, facial expressions, and gaze directions. To this end, we propose a
robust tracking of the face and torso of the source actor. We extensively
evaluate our approach and show significant improvements in enabling much
greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at
Siggraph'1
SkinningNet: two-stream graph convolutional neural network for skinning prediction of synthetic characters
This work presents SkinningNet, an end-to-end Two-Stream Graph Neural Network architecture that computes skinning weights from an input mesh and its associated skeleton, without making any assumptions on shape class and structure of the provided mesh. Whereas previous methods pre-compute handcrafted features that relate the mesh and the skeleton or assume a fixed topology of the skeleton, the proposed method extracts this information in an end-to-end learnable fashion by jointly learning the best relationship between mesh vertices and skeleton joints. The proposed method exploits the benefits of the novel Multi-Aggregator Graph Convolution that combines the results of different aggregators during the summarizing step of the Message-Passing scheme, helping the operation to generalize for unseen topologies. Experimental results demonstrate the effectiveness of the contributions of our novel architecture, with SkinningNet outperforming current state-of-the-art alternatives.This work has been partially supported by the project PID2020-117142GB-I00, funded by MCIN/AEI /10.13039/501100011033.Peer ReviewedPostprint (author's final draft
Capturing Hands in Action using Discriminative Salient Points and Physics Simulation
Hand motion capture is a popular research field, recently gaining more
attention due to the ubiquity of RGB-D sensors. However, even most recent
approaches focus on the case of a single isolated hand. In this work, we focus
on hands that interact with other hands or objects and present a framework that
successfully captures motion in such interaction scenarios for both rigid and
articulated objects. Our framework combines a generative model with
discriminatively trained salient points to achieve a low tracking error and
with collision detection and physics simulation to achieve physically plausible
estimates even in case of occlusions and missing visual data. Since all
components are unified in a single objective function which is almost
everywhere differentiable, it can be optimized with standard optimization
techniques. Our approach works for monocular RGB-D sequences as well as setups
with multiple synchronized RGB cameras. For a qualitative and quantitative
evaluation, we captured 29 sequences with a large variety of interactions and
up to 150 degrees of freedom.Comment: Accepted for publication by the International Journal of Computer
Vision (IJCV) on 16.02.2016 (submitted on 17.10.14). A combination into a
single framework of an ECCV'12 multicamera-RGB and a monocular-RGBD GCPR'14
hand tracking paper with several extensions, additional experiments and
detail
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