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68
Articulated Mesh Animation from Multi-view Silhouettes
- ACM TRANSACTIONS ON GRAPHICS
, 2008
"... Details in mesh animations are difficult to generate but they have great impact on visual quality. In this work, we demonstrate a practical software system for capturing such details from multi-view video recordings. Given a stream of synchronized video images that record a human performance from mu ..."
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Cited by 168 (6 self)
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Details in mesh animations are difficult to generate but they have great impact on visual quality. In this work, we demonstrate a practical software system for capturing such details from multi-view video recordings. Given a stream of synchronized video images that record a human performance from multiple viewpoints and an articulated template of the performer, our system captures the motion of both the skeleton and the shape. The output mesh animation is enhanced with the details observed in the image silhouettes. For example, a performance in casual loose-fitting clothes will generate mesh animations with flowing garment motions. We accomplish this with a fast pose tracking method followed by nonrigid deformation of the template to fit the silhouettes. The entire process takes less than sixteen seconds per frame and requires no markers or texture cues. Captured meshes are in full correspondence making them readily usable for editing operations including texturing, deformation transfer, and deformation model learning.
Capturing and animating occluded cloth
- ACM Trans. on Graphics (Proc. of ACM SIGGRAPH
, 2007
"... Figure 1: We reconstruct a stationary sleeve using thousands of markers to estimate the geometry (texture added with bump mapping). We capture the shape of moving cloth using a custom set of color markers printed on the surface of the cloth. The output is a sequence of triangle meshes with static co ..."
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Cited by 60 (1 self)
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Figure 1: We reconstruct a stationary sleeve using thousands of markers to estimate the geometry (texture added with bump mapping). We capture the shape of moving cloth using a custom set of color markers printed on the surface of the cloth. The output is a sequence of triangle meshes with static connectivity and with detail at the scale of individual markers in both smooth and folded regions. We compute markers ’ coordinates in space using correspondence across multiple synchronized video cameras. Correspondence is determined from color information in small neighborhoods and refined using a novel strain pruning process. Final correspondence does not require neighborhood information. We use a novel data driven hole-filling technique to fill occluded regions. Our results include several challenging examples: a wrinkled shirt sleeve, a dancing pair of pants, and a rag tossed onto a cup. Finally, we demonstrate that cloth capture is reusable by animating a pair of pants using human motion capture data. 1
Marker-less Deformable Mesh Tracking for Human Shape and Motion Capture
"... We present a novel algorithm to jointly capture the motion and the dynamic shape of humans from multiple video streams without using optical markers. Instead of relying on kinematic skeletons, as traditional motion capture methods, our approach uses a deformable high-quality mesh of a human as scene ..."
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Cited by 56 (6 self)
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We present a novel algorithm to jointly capture the motion and the dynamic shape of humans from multiple video streams without using optical markers. Instead of relying on kinematic skeletons, as traditional motion capture methods, our approach uses a deformable high-quality mesh of a human as scene representation. It jointly uses an imagebased 3D correspondence estimation algorithm and a fast Laplacian mesh deformation scheme to capture both motion and surface deformation of the actor from the input video footage. As opposed to many related methods, our algorithm can track people wearing wide apparel, it can straightforwardly be applied to any type of subject, e.g. animals, and it preserves the connectivity of the mesh over time. We demonstrate the performance of our approach using synthetic and captured real-world video sequences and validate its accuracy by comparison to the ground truth. 1.
Geometric Skinning with Approximate Dual Quaternion Blending
, 2008
"... Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in re ..."
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Cited by 56 (3 self)
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Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the simplicity and efficiency of linear blend skinning. As a result, linear blend skinning is still the number one choice for the majority of developers. In this paper, we present a novel skinning algorithm based on linear combination of dual quaternions. Even though our proposed method is approximate, it does not exhibit any of the artifacts inherent in previous methods and still permits an efficient GPU implementation. Upgrading an existing animation system from linear to dual quaternion skinning is very easy and has a relatively minor impact on run-time performance.
Dense 3D Motion Capture from Synchronized Video Streams
, 2008
"... This paper proposes a novel approach to nonrigid, markerless motion capture from synchronized video streams acquired by calibrated cameras. The instantaneous geometry of the observed scene is represented by a polyhedral mesh with fixed topology. The initial mesh is constructed in the first frame usi ..."
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Cited by 50 (1 self)
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This paper proposes a novel approach to nonrigid, markerless motion capture from synchronized video streams acquired by calibrated cameras. The instantaneous geometry of the observed scene is represented by a polyhedral mesh with fixed topology. The initial mesh is constructed in the first frame using the publicly available PMVS software for multi-view stereo [7]. Its deformation is captured by tracking its vertices over time, using two optimization processes at each frame: a local one using a rigid motion model in the neighborhood of each vertex, and a global one using a regularized nonrigid model for the whole mesh. Qualitative and quantitative experiments using seven real datasets show that our algorithm effectively handles complex nonrigid motions and severe occlusions.
Reconstruction of Deforming Geometry from Time-Varying Point Clouds
, 2007
"... In this paper, we describe a system for the reconstruction of deforming geometry from a time sequence of unstructured, noisy point clouds, as produced by recent real-time range scanning devices. Our technique reconstructs both the geometry and dense correspondences over time. Using the correspondenc ..."
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Cited by 46 (12 self)
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In this paper, we describe a system for the reconstruction of deforming geometry from a time sequence of unstructured, noisy point clouds, as produced by recent real-time range scanning devices. Our technique reconstructs both the geometry and dense correspondences over time. Using the correspondences, holes due to occlusion are filled in from other frames. Our reconstruction technique is based on a statistical framework: The reconstruction should both match the measured data points and maximize prior probability densities that prefer smoothness, rigid deformation and smooth movements over time. The optimization procedure consists of an inner loop that optimizes the 4D shape using continuous numerical optimization and an outer loop that infers the discrete 4D topology of the data set using an iterative model assembly algorithm. We apply the technique to a variety of data sets, demonstrating that the new approach is capable of robustly retrieving animated models with correspondences from data sets suffering from significant noise, outliers and acquisition holes.
Efficient Reconstruction of Non-rigid Shape and Motion from Real-Time 3D Scanner Data
, 2008
"... We present a new technique for reconstructing a single shape and its non-rigid motion from 3D scanning data. Our algorithm takes a set of time-varying unstructured sample points that show partial views of a deforming object as input and reconstructs a single shape and a deformation field that fit th ..."
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Cited by 46 (5 self)
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We present a new technique for reconstructing a single shape and its non-rigid motion from 3D scanning data. Our algorithm takes a set of time-varying unstructured sample points that show partial views of a deforming object as input and reconstructs a single shape and a deformation field that fit the data. This representation yields dense correspondences for the whole sequence, as well as a completed 3D shape in every frame. In addition, the algorithm automatically removes spatial and temporal noise artifacts and outliers from the raw input data. Unlike previous methods, the algorithm does not require any shape template but computes a fitting shape automatically from the input data. Our reconstruction technique is based upon a novel topology aware adaptive sub-space deformation technique that allows handling long sequences with high resolution geometry efficiently. The algorithm accesses data in multiple sequential passes, so that long sequences can be streamed from hard disk, not being limited by main memory. We apply the technique to several benchmark data sets, increasing the complexity of the data that can be handled significantly in comparison to previous work, while at the same time improving the reconstruction quality.
Dense 3D Motion Capture for Human Faces
"... This paper proposes a novel approach to motion capture from multiple, synchronized video streams, specifically aimed at recording dense and accurate models of the structure and motion of highly deformable surfaces such as skin, that stretches, shrinks, and shears in the midst of normal facial expres ..."
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Cited by 42 (0 self)
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This paper proposes a novel approach to motion capture from multiple, synchronized video streams, specifically aimed at recording dense and accurate models of the structure and motion of highly deformable surfaces such as skin, that stretches, shrinks, and shears in the midst of normal facial expressions. Solving this problem is a key step toward effective performance capture for the entertainment industry, but progress so far has been hampered by the lack of appropriate local motion and smoothness models. The main technical contribution of this paper is a novel approach to regularization adapted to nonrigid tangential deformations. Concretely, we estimate the nonrigid deformation parameters at each vertex of a surface mesh, smooth them over a local neighborhood for robustness, and use them to regularize the tangential motion estimation. To demonstrate the power of the proposed approach, we have integrated it into our previous work for markerless motion capture [9], and compared the performances of the original and new algorithms on three extremely challenging face datasets that include highly nonrigid skin deformations, wrinkles, and quickly changing expressions. Additional experiments with a dataset featuring fast-moving cloth with complex and evolving fold structures demonstrate that the adaptability of the proposed regularization scheme to nonrigid tangential motion does not hamper its robustness, since it successfully recovers the shape and motion of the cloth without overfitting it despite the absence of stretch or shear in this case.
Skinning with dual quaternions
- IN PROCEEDINGS OF THE 2007 SYMPOSIUM ON INTERACTIVE 3D GRAPHICS AND GAMES
, 2007
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Real-time data driven deformation using kernel canonical correlation analysis
- In ACM SIGGRAPH 2008 papers
, 2008
"... Achieving intuitive control of animated surface deformation while observing a specific style is an important but challenging task in computer graphics. Solutions to this task can find many applications in data-driven skin animation, computer puppetry, and computer games. In this paper, we present an ..."
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Cited by 30 (4 self)
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Achieving intuitive control of animated surface deformation while observing a specific style is an important but challenging task in computer graphics. Solutions to this task can find many applications in data-driven skin animation, computer puppetry, and computer games. In this paper, we present an intuitive and powerful animation interface to simultaneously control the deformation of a large number of local regions on a deformable surface with a minimal number of control points. Our method learns suitable deformation subspaces from training examples, and generate new deformations on the fly according to the movements of the control points. Our contributions include a novel deformation regression method based on kernel Canonical Correlation Analysis (CCA) and a Poisson-based translation solving technique for easy and fast deformation control based on examples. Our run-time algorithm can be implemented on GPUs and can achieve a few hundred frames per second even for large datasets with hundreds of training examples.