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High Resolution Avatars from 3D Body Scans David Bruner, [TC] 2 Siggraph 2008 Booth #136. 1999 Levi’s San Francisco. [TC] 2 History of Major Body Scanning Events. 2000 Land’s End Mobile Tour. 2001. 2008 ImageTwin Real Time Avatars. 2004-2006 - [TC] 2 Scanner NX-12
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High Resolution Avatars from 3D Body Scans David Bruner, [TC]2 Siggraph 2008 Booth #136
1999 Levi’s San Francisco [TC]2 History of Major Body Scanning Events 2000 Land’s End Mobile Tour 2001 2008 ImageTwin Real Time Avatars 2004-2006 - [TC]2 Scanner NX-12 -Volume Deployments 2002 - 2003 2007 NX-16 Scanner
NX-16 Scanner - “Changing Room Size” Body Scanner - 5X4 feet • Safe white light • Stand at floor level • Enhanced privacy • In changing room area • Self-operated scanning mode
Instructions and Light Optimization 20 sec Scan time 7 seconds Avatar Mesh 2 seconds 3D Point Cloud 12 seconds Measurement 3 seconds waist = 37.7-in hip = 42.8-in seat = 41.8-in thigh = 22.7-in knee = 15.0-in sideseam = 39.7-in inseam = 29.5-in crotch length = 26.0-in collar = 16.7-in front neck to waist = 20.2-in back neck to waist = 20.8-in cross shoulder = 19.1-in chest = 46.2-in cross chest = 16.3-in cross back = 16.0-in sleeve length = 33.8-in Landmark detection, body segmentation and data reduction 16 seconds Total Duration 60 seconds
Digital Humans (Avatars) from 3D body scans • Body Scanning enables the possibility of high quality Avatars that actually look like the consumer
Digital Humans (Avatars) from 3D body scans • Virtual Communities – Social Networks • Private Environment – personal Virtual Dressing, Virtual Fitness Assessment • Entertainment Networks – multi-player gaming, content creation • Business Networks • Online Conferences • Speeches • Job Interviews • Product Research • Industrial/Technical Applications -Ergonomics
Allen, Curless, Popovic – Siggraph 2003University of Washington
Fitting High Resolution 3D scans to a reference mesh • Consistent data organization (polygon count and organization identical to reference mesh) for all individuals • Reference mesh pre-made to be ideal for human shape
Allen - weighted optimization problem with 3 component objective function • Three components of objective function: • 1. Data Error • 2. Smoothness Error • 3. Marker Error • Allen proposes solving in 4 stages in which involves updating the objective function component weighting and mesh resolution (from low to high) to avoid local minima in solution convergence and reduce solution time. • Processing Time ([TC]2 implementation of Allen solution) • ~ 1 hour per body scan (700,000 scan data points, 30,000 vertex template mesh) • ~ Allen processes 200 scans and creates new meshes using Principal Compoment Analysis using this reference population
Long time vs Real time • [TC]2 – new direct transformation using markers only ~ 2 seconds • Key Similarity – morphing a pre-existing template mesh to 3D scan data • Key Difference – Allen uses sparse (70) manually placed landmark markers vs. [TC]2 dense (3,000) automatic landmark markers • Key Difference – [TC]2 easy integration of any reference mesh with wide ranging mesh densities (~ 4K – 80K vertices) • Key Difference – [TC]2 inclusion of joints/skeleton structure in the skin transformation
Automatic Dense (~3000) Geometry Markers ~ 1 second Landmarks intelligently placed based on Body Geometry-Shape Features
Basic idea – drag template mesh to the 3D scan geometry using a common distribution of dense landmarks as the guide
For b references over N vertices with affine combination constraint Weight Formulation (Pre-computed) *Similar to James, Twigg “Skinning Mesh Animations”, Carnegie Mellon
Marker Landmark (reference mesh) to Marker Landmark (body scan) Transformation Vectors Tj = lref – lscan j landmark markers j~ 3000
Updated Vertex Locations Xi = Xi ref + T
Virtual Dressing without draping– texture garments No additional processing time
Face Texture from Photo Combining image warping with 3D Mesh Morphing Image Features 10 clicks < 1 minute Scan Features 10 clicks < 1 minute
X3D H-ANIM • Any format template (mesh, skeleton/joints, texture), only vertex locations are updated from the template mesh (polygon count and organization unchanged) • For now – VRML, X3D, and .obj
X3D H-Anim Using Flux Studio – Flux Player from Vivaty
Simulated Humans using PCANeed reference population of scan data • Personal Modifications (weight loss, fitness enhancement, etc) • Synthetic humans using PCA and limited data on the individual (height, weight, few measurements).
Scan Avatars + Principal Components Weight loss/gain Simulation Motivator -55 -20 lbsCurrent +20 lbs +55
Initial and 20 lb loss Predicted vs Actual
You possess and control your encrypted 3D data • Use it where you want • Patent Pending Data network architecture