Details
Original language | English |
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Title of host publication | Proceedings of I3D 2010 |
Subtitle of host publication | The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games |
Pages | 23-30 |
Number of pages | 8 |
Publication status | Published - Feb 2010 |
Event | 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2010 - Washington, DC, United States Duration: 19 Feb 2010 → 21 Feb 2010 |
Publication series
Name | Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games |
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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
- Computer Science(all)
- Computer Graphics and Computer-Aided Design
- Computer Science(all)
- Human-Computer Interaction
- Computer Science(all)
- Software
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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 proceeding › Conference contribution › Research › peer review
}
TY - GEN
T1 - Learning skeletons for shape and pose
AU - Hasler, Nils
AU - Thormählen, Thorsten
AU - Rosenhahn, Bodo
AU - Seidel, Hans Peter
N1 - Funding information: NS reports funding from UK Research and Innovation, as a Future Leaders Fellow at Imperial College London; and is a cofounder and trustee of the Human Milk Foundation. All other authors declare no competing interests.
PY - 2010/2
Y1 - 2010/2
N2 - 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.
AB - 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.
KW - Linear blend skinning
KW - Skeleton estimation
UR - http://www.scopus.com/inward/record.url?scp=77951264208&partnerID=8YFLogxK
U2 - 10.1145/1730804.1730809
DO - 10.1145/1730804.1730809
M3 - Conference contribution
AN - SCOPUS:77951264208
SN - 9781605589381
T3 - Proceedings of I3D 2010: The 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
SP - 23
EP - 30
BT - Proceedings of I3D 2010
T2 - 2010 ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2010
Y2 - 19 February 2010 through 21 February 2010
ER -