scholarly journals Human Model Adaptation for Multiview Markerless Motion Capture

2013 ◽  
Vol 2013 ◽  
pp. 1-7 ◽  
Author(s):  
Dianyong Zhang ◽  
Zhenjiang Miao ◽  
Shengyong Chen

An approach to automatic modeling of individual human bodies using complex shape and pose information. The aim is to address the need for human shape and pose model generation for markerless motion capture. With multi-view markerless motion capture, three-dimensional morphable models are learned from an existing database of registered body scans in different shapes and poses. We estimate the body skeleton and pose parameters from the visual hull mesh reconstructed from multiple human silhouettes. Pose variation of body shapes is implemented by the defined underlying skeleton. The shape parameters are estimated by fitting the morphable model to the silhouettes. It is done relying on extracted silhouettes only. An error function is defined to measure how well the human model fits the input data, and minimize it to get the good estimate result. Further, experiments on some data show the robustness of the method, where the body shape and the initial pose can be obtained automatically.

2013 ◽  
Vol 2013 ◽  
pp. 1-8 ◽  
Author(s):  
Dianyong Zhang ◽  
Zhenjiang Miao ◽  
Shengyong Chen ◽  
Lili Wan

We propose an approach about multiview markerless motion capture based on a 3D morphable human model. This morphable model was learned from a database of registered 3D body scans in different shapes and poses. We implement pose variation of body shape by the defined underlying skeleton. At the initialization step, we adapt the 3D morphable model to the multi-view images by changing its shape and pose parameters. Then, for the tracking step, we implement a method of combining the local and global algorithm to do the pose estimation and surface tracking. And we add the human pose prior information as a soft constraint to the energy of a particle. When it meets an error after the local algorithm, we can fix the error using less particles and iterations. We demonstrate the improvements with estimating result from a multi-view image sequence.


2021 ◽  
Vol 2 ◽  
Author(s):  
Martin Komaritzan ◽  
Stephan Wenninger ◽  
Mario Botsch

3D morphable models are widely used to describe the variation of human body shapes. However, these models typically focus on the surface of the human body, since the acquisition of the volumetric interior would require prohibitive medical imaging. In this paper we present a novel approach for creating a volumetric body template and for fitting this template to the surface scan of a person in a just a few seconds. The body model is composed of three surface layers for bones, muscles, and skin, which enclose the volumetric muscle and fat tissue in between them. Our approach includes a data-driven method for estimating the amount of muscle mass and fat mass from a surface scan, which provides more accurate fits to the variety of human body shapes compared to previous approaches. We also show how to efficiently embed fine-scale anatomical details, such as high resolution skeleton and muscle models, into the layered fit of a person. Our model can be used for physical simulation, statistical analysis, and anatomical visualization in computer animation and medical applications, which we demonstrate on several examples.


Author(s):  
Kim Vincs

The central project of contemporary dance has been to create a spatiotemporal poetics of the body based on its relationship to gravity. Virtual reality technologies enable a much more radical deconstruction of the conventional dancing body; in three-dimensional computer-generated space, the laws of physics can literally be coded into being, and Susanne Langer’s notion of “virtual force” becomes negotiable by dancers on an entirely new scale. Dancers can float free of gravity or change their physical morphology seemingly at will. Game-engine technology enables “virtual choreography” in digitally generated worlds; motion capture technology is central to transferring dance movement into CG interactive environments. Drawing on work by dance technology artists and research centers around the world, this chapter argues that the poetic affordances of motion capture provide a fundamental shift in conceptualizing dance movement that expands dance’s ability to critically and artistically engage with virtual environments, and therefore with an increasingly virtualized cultural imagination.


Author(s):  
Neny Kurniati ◽  
Achmad Basuki ◽  
Dadet Pramadihanto

Motion capture has been developed and applied in various fields, one of them is dancing. Remo dance is a dance from East Java that tells the struggle of a prince who fought on the battlefield. Remo dancer does not use body-tight costume. He wears a few costume pieces and accessories, so required a motion detection method that can detect limb motion which does not damage the beauty of the costumes and does not interfere motion of the dancer. The method is Markerless Motion Capture. Limbs motions are partial behavior. This means that all limbs do not move simultaneously, but alternately. It required motion tracking to detect parts of the body moving and where the direction of motion. Optical flow is a method that is suitable for the above conditions. Moving body parts will be detected by the bounding box. A bounding box differential value between frames can determine the direction of the motion and how far the object is moving. The optical flow method is simple and does not require a monochrome background. This method does not use complex feature extraction process so it can be applied to real-time motion capture. Performance of motion detection with optical flow method is determined by the value of the ratio between the area of the blob and the area of the bounding box. Estimate coordinates are not necessarily like original coordinates, but if the chart of estimate motion similar to the chart of the original motion, it means motion estimation it can be said to have the same motion with the original.Keywords: Motion Capture, Markerless, Remo Dance, Optical Flow


2020 ◽  
Vol 32 (5) ◽  
pp. 743-759
Author(s):  
Hyunjung Han ◽  
Hyunsook Han ◽  
Taehoon Kim

PurposeThe purpose of this paper is to propose the swimsuit patternmaking method suitable for the body shapes of middle-aged women and to propose the swimsuit pattern development procedures that enable automated swimsuit patternmaking.Design/methodology/approachTo propose the patternmaking method of the swimsuit, which is suitable for the body shape of middle-aged women, the swimsuit patterns were developed in three stages in this study. The measurements of the middle-aged woman body model were compared with the size of the developed pattern in each stage, and the optimal stretch rate of the fabric was defined. In total, 22 items were used for size analysis of developed patterns in each stage.FindingsThe swimsuit patternmaking method proposed in this study was derived by considering the body shapes of middle-aged women, desired design and fabric characteristics. Also, a series of processes, including obtaining a raw pattern from the surface of the three-dimensional (3D) human body, designing patterns by the expert, evaluating patterns, drafting the final pattern and the final patternmaking method, was presented.Practical implicationsThis study has great significance to provide a manual of swimsuit patternmaking for middle-aged women, which has high tightness and movement compatibility.Originality/valueThe swimsuit patternmaking method proposed in this study is relatively simple because it is based on the human body measurements and delivers the lines and the calculated values clearly and objectively rather than the patterner's intuition does so that it is suitable for the automation of the swimsuit patternmaking for the middle-aged women.


SIMULATION ◽  
2020 ◽  
Vol 96 (11) ◽  
pp. 851-866
Author(s):  
Chanjira Sinthanayothin ◽  
Wisarut Bholsithi ◽  
Duangrat Gansawat ◽  
Nonlapas Wongwaen ◽  
Piyanut Xuto ◽  
...  

Obesity is a significant factor in health information and increases the risk of health problems. Hence, an application that can help users to monitor their body mass index (BMI) timelines is needed. The simulation of a personalized 3D body shape may encourage women to control their BMI for a healthy body and pleasant appearance. Therefore, this paper aims to develop computerized 3D models of female shapes for various weights and heights, and consists of three important parts. First, the preparation of six avatars is described. Second, the body proportions of 6767 female datasets are analyzed to find the relationship of variables in various weights and heights. Last, 3D morphing of different female shapes is developed and analyzed experimentally for appropriate morphing parameters. Accuracy tests are carried out in three ways. First, body proportions calculated using the Z-Size Ladies application, called “Z-Size calculations,” are compared with the body proportions of data obtained from 3D scanners. Second, the Z-Size calculations are compared with tape measurements. Last, the Z-Size calculations are compared with measurements of Z-Size 3D morph models. The results of accuracy tests are shown as the relationship graphs between the BMI and body proportion measurements of chest, waist, hip, and inseam. Bland–Altman plots and Pearson correlation calculation show high correlation. In conclusion, the data obtained from the Z-Size calculations, 3D Scanner, tape measurements, and Z-Size morph models’ measurements are in good agreement and are highly correlated. The simulation of 3D female shapes for different weights and heights as proposed shows good performance and high accuracy.


Author(s):  
Harry Nuriman ◽  
◽  
Nia Kurniasih ◽  
Setiawan Sabana ◽  
Intan R. Mutiaz ◽  
...  

Visualizations of the body of the famous Javanese Prince Diponegoro appears in various media, ranging across sketches, paintings, sculptures, banknotes and coins, shadow puppets, stamps, theatrical performances and electronic devices. All these visualizations mostly follow previous visualizations influenced by artist imaginations. This research seeks to present Prince Diponegoro in three-dimensional animated visualization using a motion capture technique. To complete this, the project draws from authentic manuscript research from the autobiography of Babad Diponegoro. Further, the project employs intertextuality as a method with which to interpolate the data, and hence to obtain a satisfactory overall visualization. The physical features, gestures and paralinguistic elements contained in the verbal text of Babad Diponegoro have been employed using motion capture data based on events written in the Babad Diponegoro. Many existing representations of the prince exist. However, this study attempts to rethink these existing visualizations, so as to produce a much more accurate, if not completely new, icon, thus differing to existing representations.


Author(s):  
John Wiechel ◽  
Sandra Metzler ◽  
Dawn Freyder ◽  
Nick Kloppenborg

Reconstructing the mechanics and determining the cause of a person falling from a height in the absence of witness observations or a statement from the victim can be quite challenging. Often there is little information available beyond the final resting position of the victim and the injuries they sustained. The mechanics of a fall must follow the physics of falling bodies and this physics provides an additional source of information about how the fall occurred. Computational, physics-based simulations can be utilized to model the free-fall portion of the fall kinematics and to analyze biomechanical injury mechanisms. However, an accurate determination of the overall fall kinematics, including the initial conditions and any specific contributions of the person(s) involved, must include the correct position and posture of the individual prior to the fall. Frequently this phase of the analysis includes voluntary movement on the part of the fall victim, which cannot be modeled with simulations using anthropomorphic test devices (ATDs). One approach that has been utilized in the past to overcome this limitation is to run the simulations utilizing a number of different initial conditions for the fall victim. While fall simulations allow the initial conditions of the fall to be varied, they are unable to include the active movement of the subject, and the resulting interaction with other objects in the environment immediately prior to or during the fall. Furthermore, accurate contact interactions between the fall victim and multiple objects in their environment can be difficult to model within the simulation, as they are dependent on the knowledge of material properties of these objects and the environment such as elasticity and damping. Motion capture technology, however, allows active subject movement and behaviors to be captured in a quantitative, three-dimensional manner. This information can then be utilized within the fall simulation to more accurately model the initial fall conditions. This paper presents a methodology for reconstructing fall mechanics using a combination of motion capture, human body simulation, and injury biomechanics. This methodology uses as an example a fall situation where interaction between the fall victim and specific objects in the environment, as well as voluntary movements by the fall victim immediately prior to the accident, provided information that could not be otherwise obtained. Motion capture was first used to record the possible motions of a person in the early stages of the fall. The initial position of the fall victim within the physics based simulation of the body in free fall was determined utilizing the individual body segment and joint angles from the motion capture analysis. The methodology is applied to a real world case example and compared with the actual outcome.


2016 ◽  
Vol 53 (1) ◽  
pp. 9-22 ◽  
Author(s):  
Zhao Zhang ◽  
Shiming Li ◽  
Bingjun Wan ◽  
Peter Visentin ◽  
Qinxian Jiang ◽  
...  

AbstractNo existing studies of badminton technique have used full-body biomechanical modeling based on three-dimensional (3D) motion capture to quantify the kinematics of the sport. The purposes of the current study were to: 1) quantitatively describe kinematic characteristics of the forehand smash using a 15-segment, full-body biomechanical model, 2) examine and compare kinematic differences between novice and skilled players with a focus on trunk rotation (the X-factor), and 3) through this comparison, identify principal parameters that contributed to the quality of the skill. Together, these findings have the potential to assist coaches and players in the teaching and learning of the forehand smash. Twenty-four participants were divided into two groups (novice, n = 10 and skilled, n = 14). A 10-camera VICON MX40 motion capture system (200 frames/s) was used to quantify full-body kinematics, racket movement and the flight of the shuttlecock. Results confirmed that skilled players utilized more trunk rotation than novices. In two ways, trunk rotation (the X-factor) was shown to be vital for maximizing the release speed of the shuttlecock – an important measure of the quality of the forehand smash. First, more trunk rotation invoked greater lengthening in the pectoralis major (PM) during the preparation phase of the stroke which helped generate an explosive muscle contraction. Second, larger range of motion (ROM) induced by trunk rotation facilitated a whip-like (proximal to distal) control sequence among the body segments responsible for increasing racket speed. These results suggest that training intended to increase the efficacy of this skill needs to focus on how the X-factor is incorporated into the kinematic chain of the arm and the racket.


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