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Learning skeletons for shape and pose

Published: 19 February 2010 Publication History

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.

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Published In

cover image ACM Conferences
I3D '10: Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
February 2010
201 pages
ISBN:9781605589398
DOI:10.1145/1730804
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 19 February 2010

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Author Tags

  1. linear blend skinning
  2. skeleton estimation

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  • Research-article

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  • Max-Planck-Center for Visual Computing and Communication

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I3D '10
Sponsor:
I3D '10: Symposium on Interactive 3D Graphics and Games
February 19 - 21, 2010
D.C., Washington

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2024)Compressed Skinning for Facial BlendshapesACM SIGGRAPH 2024 Conference Papers10.1145/3641519.3657477(1-9)Online publication date: 13-Jul-2024
  • (2024)Skeleton Extraction for Articulated Objects With the Spherical Unwrapping ProfilesIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.323937030:7(3731-3748)Online publication date: Jul-2024
  • (2024)Deep fusible skinning of animation sequencesThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-023-03130-340:8(5695-5715)Online publication date: 1-Aug-2024
  • (2023)A survey on generative 3D digital humans based on neural networks: representation, rendering, and learningSCIENTIA SINICA Informationis10.1360/SSI-2022-031953:10(1858)Online publication date: 13-Oct-2023
  • (2023)Recovering 3D Human Mesh From Monocular Images: A SurveyIEEE Transactions on Pattern Analysis and Machine Intelligence10.1109/TPAMI.2023.329885045:12(15406-15425)Online publication date: Dec-2023
  • (2022)NIMBLEACM Transactions on Graphics10.1145/3528223.353007941:4(1-16)Online publication date: 22-Jul-2022
  • (2022)Learning common and label-specific features for multi-Label classification with correlation informationPattern Recognition10.1016/j.patcog.2021.108259121:COnline publication date: 1-Jan-2022
  • (2022)Towards automatic threat detectionPattern Recognition10.1016/j.patcog.2021.108245122:COnline publication date: 1-Feb-2022
  • (2022)TAVA: Template-free Animatable Volumetric ActorsComputer Vision – ECCV 202210.1007/978-3-031-19824-3_25(419-436)Online publication date: 11-Nov-2022
  • (2021)Automatically Generate Rigged Character from Single ImageProceedings of the 3rd ACM International Conference on Multimedia in Asia10.1145/3469877.3490565(1-5)Online publication date: 1-Dec-2021
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