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Tensor-Based Human Body Modeling

Published: 23 June 2013 Publication History

Abstract

In this paper, we present a novel approach to model 3D human body with variations on both human shape and pose, by exploring a tensor decomposition technique. 3D human body modeling is important for 3D reconstruction and animation of realistic human body, which can be widely used in Tele-presence and video game applications. It is challenging due to a wide range of shape variations over different people and poses. The existing SCAPE model is popular in computer vision for modeling 3D human body. However, it considers shape and pose deformations separately, which is not accurate since pose deformation is person-dependent. Our tensor-based model addresses this issue by jointly modeling shape and pose deformations. Experimental results demonstrate that our tensor-based model outperforms the SCAPE model quite significantly. We also apply our model to capture human body using Microsoft Kinect sensors with excellent results.

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Published In

cover image Guide Proceedings
CVPR '13: Proceedings of the 2013 IEEE Conference on Computer Vision and Pattern Recognition
June 2013
3752 pages
ISBN:9780769549897

Publisher

IEEE Computer Society

United States

Publication History

Published: 23 June 2013

Author Tags

  1. Human Body Modeling
  2. Tensor Decomposition

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  • (2023)A More Reasonable Mecha Design Approach in AI – Mecha Characters with Tang Dynasty Elements as an ExampleHCI in Games10.1007/978-3-031-35930-9_13(187-201)Online publication date: 23-Jul-2023
  • (2021)PanoMan: Sparse Localized Components–based Model for Full Human MotionsACM Transactions on Graphics10.1145/344724440:2(1-17)Online publication date: 27-Apr-2021
  • (2019)Human body reshaping and its application using multiple RGB-D sensorsImage Communication10.1016/j.image.2019.08.01179:C(71-81)Online publication date: 1-Nov-2019
  • (2018)PROMEProceedings of the 16th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry10.1145/3284398.3284406(1-8)Online publication date: 2-Dec-2018
  • (2018)Learning Nonlinear Soft-Tissue Dynamics for Interactive AvatarsProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/32031871:1(1-15)Online publication date: 25-Jul-2018
  • (2018)Multilevel active registration for kinect human body scansMultimedia Systems10.1007/s00530-017-0541-124:3(257-270)Online publication date: 1-Jun-2018
  • (2017)Embodied handsACM Transactions on Graphics10.1145/3130800.313088336:6(1-17)Online publication date: 20-Nov-2017
  • (2016)Parametric editing of clothed 3D avatarsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-015-1120-032:11(1405-1414)Online publication date: 1-Nov-2016
  • (2015)SMPLACM Transactions on Graphics10.1145/2816795.281801334:6(1-16)Online publication date: 2-Nov-2015
  • (2015)DynaACM Transactions on Graphics10.1145/276699334:4(1-14)Online publication date: 27-Jul-2015
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