dc.contributor.author | Zhang, Yong | en_US |
dc.contributor.author | Tan, Fei | en_US |
dc.contributor.author | Wang, Shaofan | en_US |
dc.contributor.author | Kong, Dehui | en_US |
dc.contributor.author | Yin, Baocai | en_US |
dc.contributor.editor | Lee, Jehee and Theobalt, Christian and Wetzstein, Gordon | en_US |
dc.date.accessioned | 2019-10-14T05:12:55Z | |
dc.date.available | 2019-10-14T05:12:55Z | |
dc.date.issued | 2019 | |
dc.identifier.isbn | 978-3-03868-099-4 | |
dc.identifier.issn | - | |
dc.identifier.uri | https://doi.org/10.2312/pg.20191339 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/pg20191339 | |
dc.description.abstract | Extracting human body skeletons from consecutive surfaces is an important research topic in the fields of computer graphics and human computer interaction, especially in posture estimation and skeleton animation. Current approaches mainly suffer from following problems: insufficient time and space continuity, not robust to background, ambient noise, etc. Our approach is to improve against these shortcomings. This paper proposes a 3D human body skeleton extraction method from consecutive meshes. We extract the consistent skeletons from consecutive surfaces based on shape segmentation and construct skeleton sequences, then we use the continuous frame skeleton point optimization model we proposed to optimize the skeleton sequences, generating the final skeleton point sequences which are more accurate. Finally, we verify that our method can obtain more complete and accurate skeletons compared to other methods through many experiments. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | 3D Human Body Skeleton Extraction from Consecutive Surfaces | en_US |
dc.description.seriesinformation | Pacific Graphics Short Papers | |
dc.description.sectionheaders | Surfaces | |
dc.identifier.doi | 10.2312/pg.20191339 | |
dc.identifier.pages | 53-57 | |