27,253 research outputs found
Linear Shape Deformation Models with Local Support Using Graph-based Structured Matrix Factorisation
Representing 3D shape deformations by linear models in high-dimensional space
has many applications in computer vision and medical imaging, such as
shape-based interpolation or segmentation. Commonly, using Principal Components
Analysis a low-dimensional (affine) subspace of the high-dimensional shape
space is determined. However, the resulting factors (the most dominant
eigenvectors of the covariance matrix) have global support, i.e. changing the
coefficient of a single factor deforms the entire shape. In this paper, a
method to obtain deformation factors with local support is presented. The
benefits of such models include better flexibility and interpretability as well
as the possibility of interactively deforming shapes locally. For that, based
on a well-grounded theoretical motivation, we formulate a matrix factorisation
problem employing sparsity and graph-based regularisation terms. We demonstrate
that for brain shapes our method outperforms the state of the art in local
support models with respect to generalisation ability and sparse shape
reconstruction, whereas for human body shapes our method gives more realistic
deformations.Comment: Please cite CVPR 2016 versio
Estimation of Human Body Shape and Posture Under Clothing
Estimating the body shape and posture of a dressed human subject in motion
represented as a sequence of (possibly incomplete) 3D meshes is important for
virtual change rooms and security. To solve this problem, statistical shape
spaces encoding human body shape and posture variations are commonly used to
constrain the search space for the shape estimate. In this work, we propose a
novel method that uses a posture-invariant shape space to model body shape
variation combined with a skeleton-based deformation to model posture
variation. Our method can estimate the body shape and posture of both static
scans and motion sequences of dressed human body scans. In case of motion
sequences, our method takes advantage of motion cues to solve for a single body
shape estimate along with a sequence of posture estimates. We apply our
approach to both static scans and motion sequences and demonstrate that using
our method, higher fitting accuracy is achieved than when using a variant of
the popular SCAPE model as statistical model.Comment: 23 pages, 11 figure
Animating Human Muscle Structure
Graphical simulations of human muscle motion and deformation are of great interest to
medical education. In this article, the authors present a technique for simulating muscle
deformations by combining physically and geometrically based computations to reduce
computation cost and produce fast, accurate simulations
Drivable 3D Gaussian Avatars
We present Drivable 3D Gaussian Avatars (D3GA), the first 3D controllable
model for human bodies rendered with Gaussian splats. Current photorealistic
drivable avatars require either accurate 3D registrations during training,
dense input images during testing, or both. The ones based on neural radiance
fields also tend to be prohibitively slow for telepresence applications. This
work uses the recently presented 3D Gaussian Splatting (3DGS) technique to
render realistic humans at real-time framerates, using dense calibrated
multi-view videos as input. To deform those primitives, we depart from the
commonly used point deformation method of linear blend skinning (LBS) and use a
classic volumetric deformation method: cage deformations. Given their smaller
size, we drive these deformations with joint angles and keypoints, which are
more suitable for communication applications. Our experiments on nine subjects
with varied body shapes, clothes, and motions obtain higher-quality results
than state-of-the-art methods when using the same training and test data.Comment: Website: https://zielon.github.io/d3ga
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