We present a full-body reconstruction and animation system that can simulate physics-based volumetric effects such as self-collision
and inertial effects. Our method uses a set of 3D surface scans to adapt an anatomically-inspired volumetric model to the user.
Abstract
We present a method to create personalized anatomical models ready
for physics-based animation, using only a set of 3D surface scans.
We start by building a template anatomical model of an average
male which supports deformations due to both 1) subject-specific
variations: shapes and sizes of bones, muscles, and adipose tissues
and 2) skeletal poses. Next, we capture a set of 3D scans of an
actor in various poses. Our key contribution is formulating and
solving a large-scale optimization problem where we compute both
subject-specific and pose-dependent parameters such that our resulting
anatomical model explains the captured 3D scans as closely as
possible. Compared to data-driven body modeling techniques that
focus only on the surface, our approach has the advantage of creating
physics-based models, which provide realistic 3D geometry of the
bones and muscles, and naturally supports effects such as inertia,
gravity, and collisions according to Newtonian dynamics.
Publication
Petr Kadlecek (*), Alexandru-Eugen Ichim (*), Tiantian Liu, Jaroslav Krivanek, Ladislav Kavan. Reconstructing Personalized Anatomical Models for Physics-based Body Animation. ACM Transaction on Graphics 35(6) [Proceedings of SIGGRAPH Asia], 2016.
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Acknowledgements
Our special thanks belong to Mark Pauly for
the useful discussions and ideas, as well as Sanchit Garg for helping
with the skeleton rig modeling. We also thank the anonymous
reviewers for their valuable comments. This research was supported
by NSF awards IIS-1617172, IIS-1622360, the grant SVV 2016-
260332 and a gift from Activision. We thank TEN24 and their 3D
Scan Store for the sets of detailed 3D scans used in our experiments.