Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Algorithm 778: L-BFGS-B: Fortran subroutines for large-scale bound-constrained optimization
ACM Transactions on Mathematical Software (TOMS)
Interactive multi-resolution modeling on arbitrary meshes
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
EM algorithms for PCA and SPCA
NIPS '97 Proceedings of the 1997 conference on Advances in neural information processing systems 10
A view of the EM algorithm that justifies incremental, sparse, and other variants
Learning in graphical models
A morphable model for the synthesis of 3D faces
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Multi-weight enveloping: least-squares approximation techniques for skin animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Synthesizing animatable body models with parameterized shape modifications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Face transfer with multilinear models
ACM SIGGRAPH 2005 Papers
Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Variety Is the Spice of (Virtual) Life
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Weight, Sex, and Facial Expressions: On the Manipulation of Attributes in Generative 3D Face Models
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Parametric reshaping of human bodies in images
ACM SIGGRAPH 2010 papers
3D reconstruction of a human body from multiple viewpoints
PSIVT'07 Proceedings of the 2nd Pacific Rim conference on Advances in image and video technology
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
Video-based reconstruction of animatable human characters
ACM SIGGRAPH Asia 2010 papers
MovieReshape: tracking and reshaping of humans in videos
ACM SIGGRAPH Asia 2010 papers
Coregistration: simultaneous alignment and modeling of articulated 3d shape
ECCV'12 Proceedings of the 12th European conference on Computer Vision - Volume Part VI
Hi-index | 0.00 |
We present a method for learning a model of human body shape variation from a corpus of 3D range scans. Our model is the first to capture both identity-dependent and pose-dependent shape variation in a correlated fashion, enabling creation of a variety of virtual human characters with realistic and non-linear body deformations that are customized to the individual. Our learning method is robust to irregular sampling in pose-space and identity-space, and also to missing surface data in the examples. Our synthesized character models are based on standard skinning techniques and can be rendered in real time.