Do you want to publish a course? Click here

Point-Based Modeling of Human Clothing

155   0   0.0 ( 0 )
 Added by Kirill Mazur
 Publication date 2021
and research's language is English




Ask ChatGPT about the research

We propose a new approach to human clothing modeling based on point clouds. Within this approach, we learn a deep model that can predict point clouds of various outfits, for various human poses and for various human body shapes. Notably, outfits of various types and topologies can be handled by the same model. Using the learned model, we can infer geometry of new outfits from as little as a singe image, and perform outfit retargeting to new bodies in new poses. We complement our geometric model with appearance modeling that uses the point cloud geometry as a geometric scaffolding, and employs neural point-based graphics to capture outfit appearance from videos and to re-render the captured outfits. We validate both geometric modeling and appearance modeling aspects of the proposed approach against recently proposed methods, and establish the viability of point-based clothing modeling.



rate research

Read More

Currently it requires an artist to create 3D human avatars with realistic clothing that can move naturally. Despite progress on 3D scanning and modeling of human bodies, there is still no technology that can easily turn a static scan into an animatable avatar. Automating the creation of such avatars would enable many applications in games, social networking, animation, and AR/VR to name a few. The key problem is one of representation. Standard 3D meshes are widely used in modeling the minimally-clothed body but do not readily capture the complex topology of clothing. Recent interest has shifted to implicit surface models for this task but they are computationally heavy and lack compatibility with existing 3D tools. What is needed is a 3D representation that can capture varied topology at high resolution and that can be learned from data. We argue that this representation has been with us all along -- the point cloud. Point clouds have properties of both implicit and explicit representations that we exploit to model 3D garment geometry on a human body. We train a neural network with a novel local clothing geometric feature to represent the shape of different outfits. The network is trained from 3D point clouds of many types of clothing, on many bodies, in many poses, and learns to model pose-dependent clothing deformations. The geometry feature can be optimized to fit a previously unseen scan of a person in clothing, enabling the scan to be reposed realistically. Our model demonstrates superior quantitative and qualitative results in both multi-outfit modeling and unseen outfit animation. The code is available for research purposes.
128 - Xin Chen , Anqi Pang , Yang Wei 2019
In this paper, we present TightCap, a data-driven scheme to capture both the human shape and dressed garments accurately with only a single 3D human scan, which enables numerous applications such as virtual try-on, biometrics and body evaluation. To break the severe variations of the human poses and garments, we propose to model the clothing tightness - the displacements from the garments to the human shape implicitly in the global UV texturing domain. To this end, we utilize an enhanced statistical human template and an effective multi-stage alignment scheme to map the 3D scan into a hybrid 2D geometry image. Based on this 2D representation, we propose a novel framework to predicted clothing tightness via a novel tightness formulation, as well as an effective optimization scheme to further reconstruct multi-layer human shape and garments under various clothing categories and human postures. We further propose a new clothing tightness dataset (CTD) of human scans with a large variety of clothing styles, poses and corresponding ground-truth human shapes to stimulate further research. Extensive experiments demonstrate the effectiveness of our TightCap to achieve high-quality human shape and dressed garments reconstruction, as well as the further applications for clothing segmentation, retargeting and animation.
Recent work has shown great progress in building photorealistic animatable full-body codec avatars, but these avatars still face difficulties in generating high-fidelity animation of clothing. To address the difficulties, we propose a method to build an animatable clothed body avatar with an explicit representation of the clothing on the upper body from multi-view captured videos. We use a two-layer mesh representation to separately register the 3D scans with templates. In order to improve the photometric correspondence across different frames, texture alignment is then performed through inverse rendering of the clothing geometry and texture predicted by a variational autoencoder. We then train a new two-layer codec avatar with separate modeling of the upper clothing and the inner body layer. To learn the interaction between the body dynamics and clothing states, we use a temporal convolution network to predict the clothing latent code based on a sequence of input skeletal poses. We show photorealistic animation output for three different actors, and demonstrate the advantage of our clothed-body avatars over single-layer avatars in the previous work. We also show the benefit of an explicit clothing model which allows the clothing texture to be edited in the animation output.
This paper presents a learning-based clothing animation method for highly efficient virtual try-on simulation. Given a garment, we preprocess a rich database of physically-based dressed character simulations, for multiple body shapes and animations. Then, using this database, we train a learning-based model of cloth drape and wrinkles, as a function of body shape and dynamics. We propose a model that separates global garment fit, due to body shape, from local garment wrinkles, due to both pose dynamics and body shape. We use a recurrent neural network to regress garment wrinkles, and we achieve highly plausible nonlinear effects, in contrast to the blending artifacts suffered by previous methods. At runtime, dynamic virtual try-on animations are produced in just a few milliseconds for garments with thousands of triangles. We show qualitative and quantitative analysis of results
In this paper, we propose a method for temporal segmentation of human repetitive actions based on frequency analysis of kinematic parameters, zero-velocity crossing detection, and adaptive k-means clustering. Since the human motion data may be captured with different modalities which have different temporal sampling rate and accuracy (e.g., optical motion capture systems vs. Microsoft Kinect), we first apply a generic full-body kinematic model with an unscented Kalman filter to convert the motion data into a unified representation that is robust to noise. Furthermore, we extract the most representative kinematic parameters via the primary frequency analysis. The sequences are segmented based on zero-velocity crossing of the selected parameters followed by an adaptive k-means clustering to identify the repetition segments. Experimental results demonstrate that for the motion data captured by both the motion capture system and the Microsoft Kinect, our proposed algorithm obtains robust segmentation of repetitive action sequences.
comments
Fetching comments Fetching comments
Sign in to be able to follow your search criteria
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا