2,445 research outputs found
SynBody: Synthetic Dataset with Layered Human Models for 3D Human Perception and Modeling
Synthetic data has emerged as a promising source for 3D human research as it
offers low-cost access to large-scale human datasets. To advance the diversity
and annotation quality of human models, we introduce a new synthetic dataset,
SynBody, with three appealing features: 1) a clothed parametric human model
that can generate a diverse range of subjects; 2) the layered human
representation that naturally offers high-quality 3D annotations to support
multiple tasks; 3) a scalable system for producing realistic data to facilitate
real-world tasks. The dataset comprises 1.2M images with corresponding accurate
3D annotations, covering 10,000 human body models, 1,187 actions, and various
viewpoints. The dataset includes two subsets for human pose and shape
estimation as well as human neural rendering. Extensive experiments on SynBody
indicate that it substantially enhances both SMPL and SMPL-X estimation.
Furthermore, the incorporation of layered annotations offers a valuable
training resource for investigating the Human Neural Radiance Fields (NeRF).Comment: Accepted by ICCV 2023. Project webpage: https://synbody.github.io
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Procedural animation: towards studio solutions for believability
This thesis sets out to investigate the understanding of the relationship between key-frame movement performances and procedural animation. It is geared towards building a theory of practice that would help develop a succinct method for generating believable character animation using procedural animation. This research places an emphasis on a practical aproach to the theory of animation and movement, and investigates the historical development of character animation and the notion of believability. It uses Laban Movement Analysis as a method in the application of procedural animation. The study seeks to address the following objectives: (1) To examine what areas of procedural animation may enhance the believability of a key-framed movement performance; (2) To identify the areas of procedural animation that are or could be used within professional studio practice; (3) To examine the potential of procedural animation to help develop convincing and life-like character movements; (4) To identify where and how a keyframed character movement can be enhanced procedurally; (5) To carry out empirical studies in order to analyse the effects and possible benefits of procedural enhancements on a key-framed movement
The Analysis of design and manufacturing tasks using haptic and immersive VR - Some case studies
The use of virtual reality in interactive design and manufacture has been researched extensively but the practical application of this technology in industry is still very much in its infancy. This is surprising as one would have expected that, after some 30 years of research commercial applications of interactive design or manufacturing planning and analysis would be widespread throughout the product design domain. One of the major but less well known advantages of VR technology is that logging the user gives a great deal of rich data which can be used to automatically generate designs or manufacturing instructions, analyse design and manufacturing tasks, map engineering processes and, tentatively, acquire expert knowledge. The authors feel that the benefits of VR in these areas have not been fully disseminated to the wider industrial community and - with the advent of cheaper PC-based VR solutions - perhaps a wider appreciation of the capabilities of this type of technology may encourage companies to adopt VR solutions for some of their product design processes. With this in mind, this paper will describe in detail applications of haptics in assembly demonstrating how user task logging can lead to the analysis of design and manufacturing tasks at a level of detail not previously possible as well as giving usable engineering outputs. The haptic 3D VR study involves the use of a Phantom and 3D system to analyse and compare this technology against real-world user performance. This work demonstrates that the detailed logging of tasks in a virtual environment gives considerable potential for understanding how virtual tasks can be mapped onto their real world equivalent as well as showing how haptic process plans can be generated in a similar manner to the conduit design and assembly planning HMD VR tool reported in PART A. The paper concludes with a view as to how the authors feel that the use of VR systems in product design and manufacturing should evolve in order to enable the industrial adoption of this technology in the future
Comparing and Evaluating Real Time Character Engines for Virtual Environments
As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the most commonly used open source engine. We also introduce two engines created by the authors, Piavca and HALCA. The paper ends with a brief discussion of some other popular engines
Example Based Caricature Synthesis
The likeness of a caricature to the original face image is an essential and often overlooked part of caricature
production. In this paper we present an example based caricature synthesis technique, consisting of shape
exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set
of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial
features. The relationship exaggeration step introduces two definitions which facilitate global facial feature
synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an
intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion
form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance
(MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a
number of constraints. The effectiveness of our algorithm is demonstrated with experimental results
Animating Virtual Human for Virtual Batik Modeling
This research paper describes a development of animating virtual human for virtual
batik modeling project. The objectives of this project are to animate the virtual
human, to map the cloth with the virtual human body, to present the batik cloth, and
to evaluate the application in terms of realism of virtual human look, realism of
virtual human movement, realism of 3D scene, application suitability, application
usability, fashion suitability and user acceptance. The final goal is to accomplish an
animated virtual human for virtual batik modeling. There are 3 essential phases
which research and analysis (data collection of modeling and animating technique),
development (model and animate virtual human, map cloth to body and add a music)
and evaluation (evaluation of realism of virtual human look, realism of virtual human
movement, realism of props, application suitability, application usability, fashion
suitability and user acceptance). The result for application usability is the highest
percentage which 90%. Result show that this application is useful to the people. In
conclusion, this project has met the objective, which the realism is achieved by used a
suitable technique for modeling and animating
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