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Automatic Animation of Scanned Human Models

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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Automatic Animation of Scanned Human Models

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  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 2 - Building the skeleton centroids + landmarks centroids closest centroids to landmarks skeleton

  8. 3 - LOD to reduce computation 135 099 triangles ---------------------------- 4999 triangles 67595 vertices -------------------------------- 2535 vertices

  9. 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

  10. 4 – Mapping skin to skeleton/surface growing

  11. 4 – Mapping skin to skeleton/surface growing Bi-sector separation plane Landmark constrained separation plane

  12. 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

  13. 4 – Mapping skin to skeleton/surface growing STEP 2 – select connected triangles above the vertical offset of the landmark & behind the landmark constrained plane

  14. 4 – Mapping skin to skeleton/surface growing mapped skin result

  15. 4 – Mapping skin to skeleton/surface growing Rigid transformation vs Soft transformation W = u Mapping parameters/ vertex attributes

  16. 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

  17. 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

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