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This project focuses on animating scanned human models through feature extraction, skeleton building, skin mapping, LOD use, and motion capture. The process involves detailed steps like segmentation and reducing computational load.
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Animating Scanned Human Models João Fradinho Oliveira* Bernard Buxton* Dongliang Zhang** Bernhard Spanlang* * Department of Computer Science, University College London ** CAD/CAM Center Hong Kong University of Science & Technology
Overview Background 1 - Feature extraction/segmentation 2 - Building the skeleton 3 - LOD to reduce computation 4 - Mapping skin to skeleton/surface growing 5 - Motion capture DEMO & Acknowledgements Conclusion
Overview Background 1 - Feature extraction/segmentation 2 - Building the skeleton 3 - LOD to reduce computation 4 - Mapping skin to skeleton/surface growing 5 - Motion capture DEMO & Acknowledgements Conclusion
Background Control skeleton Medial axis, Convex Hull Library • Standard layered approach Control skeleton + skin e.g.[Sun W et al.] Layered Animation of Captured Data, Animation and Simulation’99 • Control skeleton has BVH hierarchy • Motivation to create skeleton automatically
1 - Feature extraction/segmentation [Dekker et al.] Building Symbolic Information for 3D Human Body Modelling Range Data Proceedings of the 2nd International Conference on 3-D Digital Imaging and modelling, IEEE Computer Society Octree/horizontal slices
1 - Feature extraction/segmentation Slice approach (binning, changes in Depth) Projected contour approach /local maxima 2 levels/phases of feature extraction 6 groups of centroids
2 - Building the skeleton centroids + landmarks centroids closest centroids to landmarks skeleton
3 - LOD to reduce computation 135 099 triangles ---------------------------- 4999 triangles 67595 vertices -------------------------------- 2535 vertices
4 – Mapping skin to skeleton/surface growing A - Select triangle closest to endpoints of skeleton B - Select connected triangles that are behind separation planes • Use skeleton + bisector planes, for skin mapping • Volume queries, user placement of separation planes
4 – Mapping skin to skeleton/surface growing Bi-sector separation plane Landmark constrained separation plane
4 – Mapping skin to skeleton/surface growing STEP 1 – select connected triangles after plane & below small vertical offset of landmark e.g. smallest edge length of model /will also work with a zero offset in all models
4 – Mapping skin to skeleton/surface growing STEP 2 – select connected triangles above the vertical offset of the landmark & behind the landmark constrained plane
4 – Mapping skin to skeleton/surface growing mapped skin result
4 – Mapping skin to skeleton/surface growing Rigid transformation vs Soft transformation W = u Mapping parameters/ vertex attributes
4 – Mapping skin to skeleton/surface growing Two-link structure Multi-link structure More on deformation constraints: [Weber J.] Run-Time Skin deformation, Game Developers Conference 2000
5 - Motion capture DEMO & Acknowledgements • Hamamatsu Photonics UK • Prof. Mel Slater, EPSRC grant GR/M46082/01 (UK) • Fundacao Calouste Gulbenkian (Portugal) • Ministerio da Ciencia e Tecnologia (Portugal), JNICT/PRAXIS XXI