455 research outputs found

    State of the Art in Dense Monocular Non-Rigid 3D Reconstruction

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    3D reconstruction of deformable (or non-rigid) scenes from a set of monocular 2D image observations is a long-standing and actively researched area of computer vision and graphics. It is an ill-posed inverse problem, since--without additional prior assumptions--it permits infinitely many solutions leading to accurate projection to the input 2D images. Non-rigid reconstruction is a foundational building block for downstream applications like robotics, AR/VR, or visual content creation. The key advantage of using monocular cameras is their omnipresence and availability to the end users as well as their ease of use compared to more sophisticated camera set-ups such as stereo or multi-view systems. This survey focuses on state-of-the-art methods for dense non-rigid 3D reconstruction of various deformable objects and composite scenes from monocular videos or sets of monocular views. It reviews the fundamentals of 3D reconstruction and deformation modeling from 2D image observations. We then start from general methods--that handle arbitrary scenes and make only a few prior assumptions--and proceed towards techniques making stronger assumptions about the observed objects and types of deformations (e.g. human faces, bodies, hands, and animals). A significant part of this STAR is also devoted to classification and a high-level comparison of the methods, as well as an overview of the datasets for training and evaluation of the discussed techniques. We conclude by discussing open challenges in the field and the social aspects associated with the usage of the reviewed methods.Comment: 25 page

    State of the Art in Dense Monocular Non-Rigid 3D Reconstruction

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    3D reconstruction of deformable (or non-rigid) scenes from a set of monocular2D image observations is a long-standing and actively researched area ofcomputer vision and graphics. It is an ill-posed inverse problem,since--without additional prior assumptions--it permits infinitely manysolutions leading to accurate projection to the input 2D images. Non-rigidreconstruction is a foundational building block for downstream applicationslike robotics, AR/VR, or visual content creation. The key advantage of usingmonocular cameras is their omnipresence and availability to the end users aswell as their ease of use compared to more sophisticated camera set-ups such asstereo or multi-view systems. This survey focuses on state-of-the-art methodsfor dense non-rigid 3D reconstruction of various deformable objects andcomposite scenes from monocular videos or sets of monocular views. It reviewsthe fundamentals of 3D reconstruction and deformation modeling from 2D imageobservations. We then start from general methods--that handle arbitrary scenesand make only a few prior assumptions--and proceed towards techniques makingstronger assumptions about the observed objects and types of deformations (e.g.human faces, bodies, hands, and animals). A significant part of this STAR isalso devoted to classification and a high-level comparison of the methods, aswell as an overview of the datasets for training and evaluation of thediscussed techniques. We conclude by discussing open challenges in the fieldand the social aspects associated with the usage of the reviewed methods.<br

    Robust single-view geometry and motion reconstruction

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    We present a framework and algorithms for robust geometry and motion reconstruction of complex deforming shapes. Our method makes use of a smooth template that provides a crude approximation of the scanned object and serves as a geometric and topological prior for reconstruction. Large-scale motion of the acquired object is recovered using a novel space-time adaptive, non-rigid registration method. Fine-scale details such as wrinkles and folds are synthesized with an efficient linear mesh deformation algorithm. Subsequent spatial and temporal filtering of detail coefficients allows transfer of persistent geometric detail to regions not observed by the scanner. We show how this two-scale process allows faithful recovery of small-scale shape and motion features leading to a high-quality reconstruction. We illustrate the robustness and generality of our algorithm on a variety of examples composed of different materials and exhibiting a large range of dynamic deformations. &copy; 2009 ACM

    HIGH QUALITY HUMAN 3D BODY MODELING, TRACKING AND APPLICATION

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    Geometric reconstruction of dynamic objects is a fundamental task of computer vision and graphics, and modeling human body of high fidelity is considered to be a core of this problem. Traditional human shape and motion capture techniques require an array of surrounding cameras or subjects wear reflective markers, resulting in a limitation of working space and portability. In this dissertation, a complete process is designed from geometric modeling detailed 3D human full body and capturing shape dynamics over time using a flexible setup to guiding clothes/person re-targeting with such data-driven models. As the mechanical movement of human body can be considered as an articulate motion, which is easy to guide the skin animation but has difficulties in the reverse process to find parameters from images without manual intervention, we present a novel parametric model, GMM-BlendSCAPE, jointly taking both linear skinning model and the prior art of BlendSCAPE (Blend Shape Completion and Animation for PEople) into consideration and develop a Gaussian Mixture Model (GMM) to infer both body shape and pose from incomplete observations. We show the increased accuracy of joints and skin surface estimation using our model compared to the skeleton based motion tracking. To model the detailed body, we start with capturing high-quality partial 3D scans by using a single-view commercial depth camera. Based on GMM-BlendSCAPE, we can then reconstruct multiple complete static models of large pose difference via our novel non-rigid registration algorithm. With vertex correspondences established, these models can be further converted into a personalized drivable template and used for robust pose tracking in a similar GMM framework. Moreover, we design a general purpose real-time non-rigid deformation algorithm to accelerate this registration. Last but not least, we demonstrate a novel virtual clothes try-on application based on our personalized model utilizing both image and depth cues to synthesize and re-target clothes for single-view videos of different people

    {HiFECap}: {M}onocular High-Fidelity and Expressive Capture of Human Performances

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    Monocular 3D human performance capture is indispensable for many applicationsin computer graphics and vision for enabling immersive experiences. However,detailed capture of humans requires tracking of multiple aspects, including theskeletal pose, the dynamic surface, which includes clothing, hand gestures aswell as facial expressions. No existing monocular method allows joint trackingof all these components. To this end, we propose HiFECap, a new neural humanperformance capture approach, which simultaneously captures human pose,clothing, facial expression, and hands just from a single RGB video. Wedemonstrate that our proposed network architecture, the carefully designedtraining strategy, and the tight integration of parametric face and hand modelsto a template mesh enable the capture of all these individual aspects.Importantly, our method also captures high-frequency details, such as deformingwrinkles on the clothes, better than the previous works. Furthermore, we showthat HiFECap outperforms the state-of-the-art human performance captureapproaches qualitatively and quantitatively while for the first time capturingall aspects of the human.<br

    An Efficient Volumetric Framework for Shape Tracking

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    International audienceRecovering 3D shape motion using visual information is an important problem with many applications in computer vision and computer graphics, among other domains. Most existing approaches rely on surface-based strategies, where surface models are fit to visual surface observations. While numerically plausible, this paradigm ignores the fact that the observed surfaces often delimit volumetric shapes, for which deformations are constrained by the volume inside the shape. Consequently, surface-based strategies can fail when the observations define several feasible surfaces, whereas volumetric considerations are more restrictive with respect to the admissible solutions. In this work, we investigate a novel volumetric shape parametrization to track shapes over temporal sequences. In constrast to Eulerian grid discretizations of the observation space, such as voxels, we consider general shape tesselations yielding more convenient cell decompositions, in particular the Centroidal Voronoi Tesselation. With this shape representation, we devise a tracking method that exploits volumetric information, both for the data term evaluating observation conformity, and for expressing deformation constraints that enforce prior assumptions on motion. Experiments on several datasets demonstrate similar or improved precisions over state-of-the-art methods, as well as improved robustness, a critical issue when tracking sequentially over time frames

    Physics-based Reconstruction and Animation of Humans

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    Creating digital representations of humans is of utmost importance for applications ranging from entertainment (video games, movies) to human-computer interaction and even psychiatrical treatments. What makes building credible digital doubles difficult is the fact that the human vision system is very sensitive to perceiving the complex expressivity and potential anomalies in body structures and motion. This thesis will present several projects that tackle these problems from two different perspectives: lightweight acquisition and physics-based simulation. It starts by describing a complete pipeline that allows users to reconstruct fully rigged 3D facial avatars using video data coming from a handheld device (e.g., smartphone). The avatars use a novel two-scale representation composed of blendshapes and dynamic detail maps. They are constructed through an optimization that integrates feature tracking, optical flow, and shape from shading. Continuing along the lines of accessible acquisition systems, we discuss a framework for simultaneous tracking and modeling of articulated human bodies from RGB-D data. We show how semantic information can be extracted from the scanned body shapes. In the second half of the thesis, we will deviate from using standard linear reconstruction and animation models, and rather focus on exploiting physics-based techniques that are able to incorporate complex phenomena such as dynamics, collision response and incompressibility of the materials. The first approach we propose assumes that each 3D scan of an actor records his body in a physical steady state and uses a process called inverse physics to extract a volumetric physics-ready anatomical model of him. By using biologically-inspired growth models for the bones, muscles and fat, our method can obtain realistic anatomical reconstructions that can be later on animated using external tracking data such as the one resulting from tracking motion capture markers. This is then extended to a novel physics-based approach for facial reconstruction and animation. We propose a facial animation model which simulates biomechanical muscle contractions in a volumetric head model in order to create the facial expressions seen in the input scans. We then show how this approach allows for new avenues of dynamic artistic control, simulation of corrective facial surgery, and interaction with external forces and objects
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