Structure recovery by part assembly
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Evaluating user's energy consumption using kinect based skeleton tracking
Proceedings of the 20th ACM international conference on Multimedia
Personalized avatar capture using two Kinects in a moment
SIGGRAPH Asia 2012 Posters
OmniKinect: real-time dense volumetric data acquisition and applications
Proceedings of the 18th ACM symposium on Virtual reality software and technology
KinectAvatar: fully automatic body capture using a single kinect
ACCV'12 Proceedings of the 11th international conference on Computer Vision - Volume 2
Dynamic 2D/3D registration for the Kinect
ACM SIGGRAPH 2013 Courses
ACM Transactions on Graphics (TOG)
Technical Section: Automatic pose-independent 3D garment fitting
Computers and Graphics
Iterative cage-based registration from multi-view silhouettes
Proceedings of the 10th European Conference on Visual Media Production
Special Section on CAD/Graphics 2013: SCAPE-based human performance reconstruction
Computers and Graphics
International Journal of Hybrid Intelligent Systems
Personalized animatable avatars from depth data
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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Depth camera such as Microsoft Kinect, is much cheaper than conventional 3D scanning devices, and thus it can be acquired for everyday users easily. However, the depth data captured by Kinect over a certain distance is of extreme low quality. In this paper, we present a novel scanning system for capturing 3D full human body models by using multiple Kinects. To avoid the interference phenomena, we use two Kinects to capture the upper part and lower part of a human body respectively without overlapping region. A third Kinect is used to capture the middle part of the human body from the opposite direction. We propose a practical approach for registering the various body parts of different views under non–rigid deformation. First, a rough mesh template is constructed and used to deform successive frames pairwisely. Second, global alignment is performed to distribute errors in the deformation space, which can solve the loop closure problem efficiently. Misalignment caused by complex occlusion can also be handled reasonably by our global alignment algorithm. The experimental results have shown the efficiency and applicability of our system. Our system obtains impressive results in a few minutes with low price devices, thus is practically useful for generating personalized avatars for everyday users. Our system has been used for 3D human animation and virtual try on, and can further facilitate a range of home–oriented virtual reality (VR) applications.