dc.contributor.author | Hasler, N. | en_US |
dc.contributor.author | Stoll, C. | en_US |
dc.contributor.author | Sunkel, M. | en_US |
dc.contributor.author | Rosenhahn, B. | en_US |
dc.contributor.author | Seidel, H.-P. | en_US |
dc.date.accessioned | 2015-02-23T10:15:34Z | |
dc.date.available | 2015-02-23T10:15:34Z | |
dc.date.issued | 2009 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/j.1467-8659.2009.01373.x | en_US |
dc.description.abstract | Generation and animation of realistic humans is an essential part of many projects in today s media industry. Especially, the games and special effects industry heavily depend on realistic human animation. In this work a unified model that describes both, human pose and body shape is introduced which allows us to accurately model muscle deformations not only as a function of pose but also dependent on the physique of the subject. Coupled with the model s ability to generate arbitrary human body shapes, it severely simplifies the generation of highly realistic character animations. A learning based approach is trained on approximately 550 full body 3D laser scans taken of 114 subjects. Scan registration is performed using a non-rigid deformation technique. Then, a rotation invariant encoding of the acquired exemplars permits the computation of a statistical model that simultaneously encodes pose and body shape. Finally, morphing or generating meshes according to several constraints simultaneously can be achieved by training semantically meaningful regressors. | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | A Statistical Model of Human Pose and Body Shape | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 28 | en_US |
dc.description.number | 2 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2009.01373.x | en_US |
dc.identifier.pages | 337-346 | en_US |