2017
DOI: 10.1002/cav.1769
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Just‐in‐time, viable, 3‐D avatars from scans

Abstract: We demonstrate a system that can generate a photorealistic, interactive 3-D character from a human subject that is capable of movement, emotion, speech, and gesture in less than 20 min without the need for 3-D artist intervention or specialized technical knowledge through a near automatic process. Our method uses mostly commodity or off-the-shelf hardware. We demonstrate the just-in-time use of generating such 3-D models for virtual and augmented reality, games, simulation, and communication.We anticipate that… Show more

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Cited by 20 publications
(16 citation statements)
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“…They significantly vary in terms of the degree of achievable realism, the technical complexities, and finally, the overall reconstruction costs involved. So far, rather complex and expensive multi-camera rigs achieve the highest quality by using high-quality image sensors, e.g., as described by Feng et al (2017) or Achenbach et al (2017). However, approaches for reconstructing virtual humans from input data produced by more affordable consumer hardware, e.g., single 2D images (Alldieck et al, 2019a) or smartphone videos (Ichim et al, 2015;Wenninger et al, 2020), become more popular and elaborate.…”
Section: Introductionmentioning
confidence: 99%
“…They significantly vary in terms of the degree of achievable realism, the technical complexities, and finally, the overall reconstruction costs involved. So far, rather complex and expensive multi-camera rigs achieve the highest quality by using high-quality image sensors, e.g., as described by Feng et al (2017) or Achenbach et al (2017). However, approaches for reconstructing virtual humans from input data produced by more affordable consumer hardware, e.g., single 2D images (Alldieck et al, 2019a) or smartphone videos (Ichim et al, 2015;Wenninger et al, 2020), become more popular and elaborate.…”
Section: Introductionmentioning
confidence: 99%
“…Passive‐vision methods acquire 3D information from 2D images that are usually captured from multi‐view viewpoints simultaneously in a studio environment. There are many passive multi‐view systems [LDX10, Rem04, FRS17] focused on human body shape reconstruction. For the acquisition systems, sparse camera setups [SH07, VPB∗09, TNM09] with extremely wide baselines or full‐body capture systems [VPB∗09, LDX10, JLT∗15] with low percentages of body pixels limit the quality of reconstructed human body shapes.…”
Section: Related Workmentioning
confidence: 99%
“…To further propel the development of passive methods in the field of human body shape reconstruction, we propose a passive multi-view system utilizing a robust camera calibration ap- proach and an advanced PatchMatch MVS method to acquire accurate results. Although our body scanning pipeline is similar to the previous work [FRS17], they focused on the efficiency of model generation while the proposed system focuses on the accuracy.…”
Section: Related Workmentioning
confidence: 99%
“…Researchers from the University of Southern California have been experimenting with cruder but faster variations of body and face multicamera photogrammetry to generate just-in-time avatars; their project focuses on creating viable 3-D gamer avatars that can be incorporated into a game or real-time simulation without requiring extensive predevelopment time; the team has been able to cut down the creation time to less than 20 min (Feng, Rosenberg, & Shapiro, 2017). While such fast turnaround solutions are still a long way from becoming viable pipelines for producing key player characters, they could enable gamers to project their own likenesses into their favorite games, as well as enhancing communication- and interaction-based games and simulations.…”
Section: Challenges and Future Trendsmentioning
confidence: 99%