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Avatar reshaping and automatic rigging using a deformable model

Published: 16 November 2015 Publication History

Abstract

3D scans of human figures have become widely available through online marketplaces and have become relatively easy to acquire using commodity scanning hardware. In addition to static uses of such 3D models, such as 3D printed figurines or rendered 3D still imagery, there are numerous uses for an animated 3D character that uses such 3D scan data. In order to effectively use such models as dynamic 3D characters, the models must be properly rigged before they are animated. In this work, we demonstrate a method to automatically rig a 3D mesh by matching a set of morphable models against the 3D scan. Once the morphable model has been matched against the 3D scan, the skeleton position and skinning attributes are then copied, resulting in a skinning and rigging that is similar in quality to the original hand-rigged model. In addition, the use of a morphable model allows us to reshape and resize the 3D scan according to approximate human proportions. Thus, a human 3D scan can be modified to be taller, shorter, fatter or skinnier. Such manipulations of the 3D scan are useful both for social science research, as well as for visualization for applications such as fitness, body image, plastic surgery and the like.

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cover image ACM Other conferences
MIG '15: Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games
November 2015
247 pages
ISBN:9781450339919
DOI:10.1145/2822013
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 16 November 2015

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Author Tags

  1. 3d scanning
  2. SCAPE
  3. deformable model
  4. rigging

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  • Research-article

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MIG '15
MIG '15: Motion in Games
November 16 - 18, 2015
Paris, France

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Overall Acceptance Rate -9 of -9 submissions, 100%

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  • (2024)Resolving Collisions in Dense 3D Crowd AnimationsACM Transactions on Graphics10.1145/368726643:5(1-14)Online publication date: 6-Sep-2024
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