2015
DOI: 10.1145/2816795.2818013
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SMPL

Abstract: We present a learned model of human body shape and pose-dependent shape variation that is more accurate than previous models and is compatible with existing graphics pipelines. Our Skinned Multi-Person Linear model (SMPL) is a skinned vertex-based model that accurately represents a wide variety of body shapes in natural human poses. The parameters of the model are learned from data including the rest pose template, blend weights, pose-dependent blend shapes, identity-dependent blend shapes, and a regressor fro… Show more

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Cited by 2,789 publications
(543 citation statements)
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References 32 publications
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“…Given an arbitrary target calibration shape, we may have two possible solutions: (1) We deform the given target calibration pose such that it has a similar pose as source using shape deformation methods such as [Ben-Chen et al 2009a;Lipman et al 2008; Wang (2) We embed the deformation into our retargeting framework and force the spatial relationship constraint to guide the synthesized target pose. While we have shown many retargeting examples both in the paper and supplemental video, we also want to compare our algorithm with the other methods such as the Skinned Multi-Person Linear model [Loper et al 2015] in the future.…”
Section: Discussionmentioning
confidence: 99%
“…Given an arbitrary target calibration shape, we may have two possible solutions: (1) We deform the given target calibration pose such that it has a similar pose as source using shape deformation methods such as [Ben-Chen et al 2009a;Lipman et al 2008; Wang (2) We embed the deformation into our retargeting framework and force the spatial relationship constraint to guide the synthesized target pose. While we have shown many retargeting examples both in the paper and supplemental video, we also want to compare our algorithm with the other methods such as the Skinned Multi-Person Linear model [Loper et al 2015] in the future.…”
Section: Discussionmentioning
confidence: 99%
“…Second, the output data must enable creating a textured, animated 3D character mesh. Methods that estimate parameters for the Skinned Multi-Person Linear (SMPL) model [12] are practical in this sense, especially for VR research, since the model is easy to understand and has been adapted for use with the Unity game engine. Notable approaches based on this model include those presented by Kanazawa et al [9], Güler et al [8], and Alldieck et al [1,2].…”
Section: Related Work 21 Human Shape and Pose From Videomentioning
confidence: 99%
“…The deep convolutional neural network is used to solve the SMPL model [11] parameters by the obtained 2D human pose and the input human height (H). This section includes the SMPL model, the end-to-end network structure, and the model pre-training process.…”
Section: D Human Pose Estimation Based On a Single Frame Imagementioning
confidence: 99%
“…, P 9K ] ∈ R 3N×9K . Through the method of grid alignment [33], the multi-pose dataset [11] and multi-shape dataset [34] obtained from 3D scanning are aligned with the grid of SMPL model, then the aligned dataset is used to train and solve the model parameters: Φ.…”
Section: Smpl Modelmentioning
confidence: 99%
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