This paper presents a hybrid skeleton-driven surface registration (HSDSR) approach to generate temporally consistent meshes from multiple view video of human subjects. 2D pose detections from multiple view video are used to estimate 3D skeletal pose on a per-frame basis. The 3D pose is embedded into a 3D surface reconstruction allowing any frame to be reposed into the shape from any other frame in the captured sequence. Skeletal motion transfer is performed by selecting a reference frame from the surface reconstruction data and reposing it to match the pose estimation of other frames in a sequence. This allows an initial coarse alignment to be performed prior to refinement by a patch-based non-rigid mesh deformation. The proposed approach overcomes limitations of previous work by reposing a reference mesh to match the pose of a target mesh reconstruction, providing a closer starting point for further non-rigid mesh deformation. It is shown that the proposed approach is able to achieve comparable results to existing model-based and model-free approaches. Finally, it is demonstrated that this framework provides an intuitive way for artists and animators to edit volumetric video.
This paper introduces Deep4D a compact generative representation of shape and appearance from captured 4D volumetric video sequences of people. 4D volumetric video achieves highly realistic reproduction, replay and free-viewpoint rendering of actor performance from multiple view video acquisition systems. A deep generative network is trained on 4D video sequences of an actor performing multiple motions to learn a generative model of the dynamic shape and appearance. We demonstrate the proposed generative model can provide a compact encoded representation capable of high-quality synthesis of 4D volumetric video with two orders of magnitude compression. A variational encoder-decoder network is employed to learn an encoded latent space that maps from 3D skeletal pose to 4D shape and appearance. This enables high-quality 4D volumetric video synthesis to be driven by skeletal motion, including skeletal motion capture data. This encoded latent space supports the representation of multiple sequences with dynamic interpolation to transition between motions. Therefore we introduce Deep4D motion graphs, a direct application of the proposed generative representation. Deep4D motion graphs allow real-tiome interactive character animation whilst preserving the plausible realism of movement and appearance from the captured volumetric video. Deep4D motion graphs implicitly combine multiple captured motions from a unified representation for character animation from volumetric video, allowing novel character movements to be generated with dynamic shape and appearance detail.
This paper presents a learning-based approach to perform human shape transfer between an arbitrary 3D identity mesh and a temporal motion sequence of 3D meshes. Recent approaches tackle the human shape and pose transfer on a per-frame basis and do not yet consider the valuable information about the motion dynamics, e.g., body or clothing dynamics, inherently present in motion sequences. Recent datasets provide such sequences of 3D meshes, and this work investigates how to leverage the associated intrinsic temporal features in order to improve learning-based approaches on human shape transfer. These features are expected to help preserve temporal motion and identity consistency over motion sequences. To this aim, we introduce a new network architecture that takes as input successive 3D mesh frames in a motion sequence and which decoder is conditioned on the target shape identity. Training losses are designed to enforce temporal consistency between poses as well as shape preservation over the input frames. Experiments demonstrate substantially qualitative and quantitative improvements in using temporal features compared to optimization-based and recent learning-based methods.
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