Learning skeletons for shape and pose

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Authors

Research Organisations

External Research Organisations

  • Max-Planck Institute for Informatics
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Details

Original languageEnglish
Title of host publicationProceedings of I3D 2010
Subtitle of host publicationThe 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Pages23-30
Number of pages8
Publication statusPublished - Feb 2010
Event2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2010 - Washington, DC, United States
Duration: 19 Feb 201021 Feb 2010

Publication series

NameProceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games

Abstract

In this paper a method for estimating a rigid skeleton, including skinning weights, skeleton connectivity, and joint positions, given a sparse set of example poses is presented. In contrast to other methods, we are able to simultaneously take examples of different subjects into account, which improves the robustness of the estimation. It is additionally possible to generate a skeleton that primarily describes variations in body shape instead of pose. The shape skeleton can then be combined with a regular pose varying skeleton. That way pose and body shape can be controlled simultaneously but separately. As this skeleton is technically still just a skinned rigid skeleton, compatibility with major modelling packages and game engines is retained. We further present an approach for synthesizing a suitable bind shape that additionally improves the accuracy of the generated model.

Keywords

    Linear blend skinning, Skeleton estimation

ASJC Scopus subject areas

Cite this

Learning skeletons for shape and pose. / Hasler, Nils; Thormählen, Thorsten; Rosenhahn, Bodo et al.
Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2010. p. 23-30 (Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games).

Research output: Chapter in book/report/conference proceedingConference contributionResearchpeer review

Hasler, N, Thormählen, T, Rosenhahn, B & Seidel, HP 2010, Learning skeletons for shape and pose. in Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, pp. 23-30, 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2010, Washington, DC, United States, 19 Feb 2010. https://doi.org/10.1145/1730804.1730809
Hasler, N., Thormählen, T., Rosenhahn, B., & Seidel, H. P. (2010). Learning skeletons for shape and pose. In Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (pp. 23-30). (Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games). https://doi.org/10.1145/1730804.1730809
Hasler N, Thormählen T, Rosenhahn B, Seidel HP. Learning skeletons for shape and pose. In Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2010. p. 23-30. (Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games). doi: 10.1145/1730804.1730809
Hasler, Nils ; Thormählen, Thorsten ; Rosenhahn, Bodo et al. / Learning skeletons for shape and pose. Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2010. pp. 23-30 (Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games).
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