Demo Data from VLDB 2026 / reviewers in the wild / expert
Edilson de Aguiar
dblp:91/6358
· DBLP profile ↗
26ranked-venue papers
8as first author
1since 2021 · last 2021
0000-0002-5885-9673ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 15 · 7 first-authorArtificial intelligence and machine learning · 13 · 2 first-authorSystems, architecture and hardware · 1Human-computer interaction and ubiquitous computing · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
6 papers |
3D vision · 78% Face, body and person analysis · 12% Video understanding and tracking · 10% | |
| Computer graphics and multimedia
6 papers |
Computer animation and physical simulation · 78% Geometric modeling and processing · 22% |
Topics — the 21 heaviest of 23, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer vision › 3D vision › motion capture › human motion capture
markerless motion capture |
0.5 | 2 | 2017 | MARCOnI - ConvNet-Based MARker-Less Motion Capture in Outdoor and Indoor Scenes · IEEE Trans. Pattern Anal. Mach. Intell. 2017 Efficient ConvNet-based marker-less motion capture in general scenes with a low number of cameras · CVPR 2015 |
Computer vision › 3D vision › pose estimation
multi-view pose estimation |
0.5 | 2 | 2017 | MARCOnI - ConvNet-Based MARker-Less Motion Capture in Outdoor and Indoor Scenes · IEEE Trans. Pattern Anal. Mach. Intell. 2017 Efficient ConvNet-based marker-less motion capture in general scenes with a low number of cameras · CVPR 2015 |
Computer animation and physical simulation
performance capture |
0.5 | 3 | 2017 | Multi-view Performance Capture of Surface Details · Int. J. Comput. Vis. 2017 Video-based reconstruction of animatable human characters · ACM Trans. Graph. 2010 Performance capture from sparse multi-view video · ACM Trans. Graph. 2008 |
Computer vision › Face, body and person analysis
human pose estimation |
0.4 | 2 | 2017 | MARCOnI - ConvNet-Based MARker-Less Motion Capture in Outdoor and Indoor Scenes · IEEE Trans. Pattern Anal. Mach. Intell. 2017 Efficient ConvNet-based marker-less motion capture in general scenes with a low number of cameras · CVPR 2015 |
Computer vision › 3D vision
3d reconstruction |
0.3 | 1 | 2017 | MARCOnI - ConvNet-Based MARker-Less Motion Capture in Outdoor and Indoor Scenes · IEEE Trans. Pattern Anal. Mach. Intell. 2017 |
Computer vision › Video understanding and tracking › motion tracking
articulated motion tracking |
0.3 | 1 | 2017 | MARCOnI - ConvNet-Based MARker-Less Motion Capture in Outdoor and Indoor Scenes · IEEE Trans. Pattern Anal. Mach. Intell. 2017 |
Geometric modeling and processing
surface reconstruction |
0.3 | 1 | 2017 | Multi-view Performance Capture of Surface Details · Int. J. Comput. Vis. 2017 |
Computer vision › 3D vision › motion capture
articulated pose tracking |
0.2 | 1 | 2015 | Efficient ConvNet-based marker-less motion capture in general scenes with a low number of cameras · CVPR 2015 |
Computer vision › 3D vision
pose estimation |
0.2 | 1 | 2015 | Efficient ConvNet-based marker-less motion capture in general scenes with a low number of cameras · CVPR 2015 |
Computer animation and physical simulation
cloth simulation |
0.2 | 2 | 2010 | Video-based reconstruction of animatable human characters · ACM Trans. Graph. 2010 Stable spaces for real-time clothing · ACM Trans. Graph. 2010 |
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction |
0.1 | 2 | 2010 | Performance capture from sparse multi-view video · ACM Trans. Graph. 2008 Video-based reconstruction of animatable human characters · ACM Trans. Graph. 2010 |
Computer animation and physical simulation
character animation |
0.1 | 1 | 2010 | Stable spaces for real-time clothing · ACM Trans. Graph. 2010 |
Computer vision › 3D vision › motion capture
human motion capture |
0.1 | 1 | 2009 | Motion capture using joint skeleton tracking and surface estimation · CVPR 2009 |
Computer vision › 3D vision
motion capture |
0.1 | 1 | 2009 | Motion capture using joint skeleton tracking and surface estimation · CVPR 2009 |
Computer vision › 3D vision › 3d shape analysis › shape estimation
surface estimation |
0.1 | 1 | 2009 | Motion capture using joint skeleton tracking and surface estimation · CVPR 2009 |
Computer vision › 3D vision › 3d shape modeling
shape deformation |
0.1 | 1 | 2008 | Performance capture from sparse multi-view video · ACM Trans. Graph. 2008 |
Computer vision › 3D vision › motion capture
human shape and motion capture |
0.1 | 1 | 2007 | Marker-less Deformable Mesh Tracking for Human Shape and Motion Capture · CVPR 2007 |
Computer animation and physical simulation
motion retargeting |
0.1 | 1 | 2007 | Rapid Animation of Laser-scanned Humans · VR 2007 |
Interaction techniques and input
gesture input |
0.1 | 1 | 2015 | Generalizing wave gestures from sparse examples for real-time character control · ACM Trans. Graph. 2015 |
Computer vision › Video understanding and tracking › object tracking
non-rigid object tracking |
0.0 | 1 | 2007 | Marker-less Deformable Mesh Tracking for Human Shape and Motion Capture · CVPR 2007 |
Geometric modeling and processing
mesh deformation |
0.0 | 1 | 2007 | Rapid Animation of Laser-scanned Humans · VR 2007 |
Methods — techniques the papers use, named apart from their topics
pose optimization · 0.5generative model-based tracking · 0.5discriminative joint detection · 0.5low-dimensional independent representation · 0.4global optimization · 0.3gaussian representation · 0.3convolutional neural network · 0.3time-interpolation · 0.2time interpolation · 0.2skeleton-based motion reconstruction · 0.2physically-based cloth simulation · 0.2convolutional network · 0.2analysis-through-synthesis · 0.2conditional model learning · 0.1collision resolution · 0.1skeleton tree optimization · 0.1multi-view silhouette fitting · 0.1multi-view stereo · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Evaluating the Limits of a LiDAR for an Autonomous Driving LocalizationabstractIn general, proposed solutions for LiDAR-based localization used in autonomous cars require expensive sensors and computationally expensive mapping processes. Moreover, the global localization for autonomous driving is converging to the use of maps. Straightforward strategies to reduce the costs are to produce simpler sensors and use maps already available on the Internet. Here, an analysis is presented to show how simple can a LiDAR sensor be without degrading the localization accuracy that uses road and satellite maps together to globally pose the car. Three characteristics of the sensor are evaluated: the number of range readings, the amount of noise in the LiDAR readings, and the frame rate, with the aim of finding the minimum number of LiDAR lines, the maximum acceptable noise and the sensor frame rate needed to obtain an accurate position estimation. The analysis is performed using an autonomous car in complex field scenarios equipped with a 3D LiDAR Velodyne HDL-32E. Several experiments were conducted reducing the number of frames, the number of scans per 3D point-cloud and artificially adding up to 15% of error in the ray length. Among other results, we found that using only 4 vertical lines per scan and with an artificial error added up to 15% of the ray length, the car was capable to localize itself within 2.11 meters error average. All experimental results and the followed methodology are explained in detail herein. Lucas de Paula Veronese, Fernando Alfredo Auat Cheeín, Filipe Wall Mutz, Thiago Oliveira-Santos, José E. Guivant, Edilson de Aguiar, Claudine Badue, Alberto Ferreira de Souza |
IEEE Trans. Intell. Transp. Syst. | 6 |
| 2017 | Multi-view Performance Capture of Surface DetailsabstractThis paper presents a novel approach to recover true fine surface detail of deforming meshes reconstructed from multi-view video. Template-based methods for performance capture usually produce a coarse-to-medium scale detail 4D surface reconstruction which does not contain the real high-frequency geometric detail present in the original video footage. Fine scale deformation is often incorporated in a second pass by using stereo constraints, features, or shading-based refinement. In this paper, we propose an alternative solution to this second stage by formulating dense dynamic surface reconstruction as a global optimization problem of the densely deforming surface. Our main contribution is an implicit representation of a deformable mesh that uses a set of Gaussian functions on the surface to represent the initial coarse mesh, and a set of Gaussians for the images to represent the original captured multi-view images. We effectively find the fine scale deformations for all mesh vertices, which maximize photo-temporal-consistency, by densely optimizing our model-to-image consistency energy on all vertex positions. Our formulation yields a smooth closed form energy with implicit occlusion handling and analytic derivatives. Furthermore, it does not require error-prone correspondence finding or discrete sampling of surface displacement values. We demonstrate our approach on a variety of datasets of human subjects wearing loose clothing and performing different motions. We qualitatively and quantitatively demonstrate that our technique successfully reproduces finer detail than the input baseline geometry. Nadia Robertini, Dan Casas, Edilson de Aguiar, Christian Theobalt |
Int. J. Comput. Vis. | 3 |
| 2017 | Ego-Lane Analysis System (ELAS): Dataset and algorithms
Rodrigo Ferreira Berriel, Edilson de Aguiar, Alberto Ferreira de Souza, Thiago Oliveira-Santos |
Image Vis. Comput. | 2 |
| 2017 | MARCOnI - ConvNet-Based MARker-Less Motion Capture in Outdoor and Indoor ScenesabstractMarker-less motion capture has seen great progress, but most state-of-the-art approaches fail to reliably track articulated human body motion with a very low number of cameras, let alone when applied in outdoor scenes with general background. In this paper, we propose a method for accurate marker-less capture of articulated skeleton motion of several subjects in general scenes, indoors and outdoors, even from input filmed with as few as two cameras. The new algorithm combines the strengths of a discriminative image-based joint detection method with a model-based generative motion tracking algorithm through an unified pose optimization energy. The discriminative part-based pose detection method is implemented using Convolutional Networks (ConvNet) and estimates unary potentials for each joint of a kinematic skeleton model. These unary potentials serve as the basis of a probabilistic extraction of pose constraints for tracking by using weighted sampling from a pose posterior that is guided by the model. In the final energy, we combine these constraints with an appearance-based model-to-image similarity term. Poses can be computed very efficiently using iterative local optimization, since joint detection with a trained ConvNet is fast, and since our formulation yields a combined pose estimation energy with analytic derivatives. In combination, this enables to track full articulated joint angles at state-of-the-art accuracy and temporal stability with a very low number of cameras. Our method is efficient and lends itself to implementation on parallel computing hardware, such as GPUs. We test our method extensively and show its advantages over related work on many indoor and outdoor data sets captured by ourselves, as well as data sets made available to the community by other research labs. The availability of good evaluation data sets is paramount for scientific progress, and many existing test data sets focus on controlled indoor settings, do not feature much variety in the scenes, and often lack a large corpus of data with ground truth annotation. We therefore further contribute with a new extensive test data set called MPI-MARCOnI for indoor and outdoor marker-less motion capture that features 12 scenes of varying complexity and varying camera count, and that features ground truth reference data from different modalities, ranging from manual joint annotations to marker-based motion capture results. Our new method is tested on these data, and the data set will be made available to the community. Ahmed Elhayek, Edilson de Aguiar, Arjun Jain, Jonathan Tompson, Leonid Pishchulin, Mykhaylo Andriluka, Christoph Bregler, Bernt Schiele, Christian Theobalt |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2017 | Facial expression recognition with Convolutional Neural Networks: Coping with few data and the training sample order
Andre Teixeira Lopes, Edilson de Aguiar, Alberto Ferreira de Souza, Thiago Oliveira-Santos |
Pattern Recognit. | 2 |
| 2016 | Large-scale mapping in complex field scenarios using an autonomous car
Filipe Wall Mutz, Lucas de Paula Veronese, Thiago Oliveira-Santos, Edilson de Aguiar, Fernando Alfredo Auat Cheeín, Alberto Ferreira de Souza |
Expert Syst. Appl. | 4 |
| 2016 | Visual tracking with VG-RAM Weightless Neural Networks
Mariella Berger, Alberto Ferreira de Souza, Jorcy de Oliveira Neto, Edilson de Aguiar, Thiago Oliveira-Santos |
Neurocomputing | 4 |
| 2016 | Fat-Fast VG-RAM WNN: A high performance approach
Avelino Forechi, Alberto Ferreira de Souza, Jorcy de Oliveira Neto, Edilson de Aguiar, Claudine Badue, Artur S. d'Avila Garcez, Thiago Oliveira-Santos |
Neurocomputing | 4 |
| 2015 | Efficient ConvNet-based marker-less motion capture in general scenes with a low number of camerasabstractWe present a novel method for accurate marker-less capture of articulated skeleton motion of several subjects in general scenes, indoors and outdoors, even from input filmed with as few as two cameras. Our approach unites a discriminative image-based joint detection method with a model-based generative motion tracking algorithm through a combined pose optimization energy. The discriminative part-based pose detection method, implemented using Convolutional Networks (ConvNet), estimates unary potentials for each joint of a kinematic skeleton model. These unary potentials are used to probabilistically extract pose constraints for tracking by using weighted sampling from a pose posterior guided by the model. In the final energy, these constraints are combined with an appearance-based model-to-image similarity term. Poses can be computed very efficiently using iterative local optimization, as ConvNet detection is fast, and our formulation yields a combined pose estimation energy with analytic derivatives. In combination, this enables to track full articulated joint angles at state-of-the-art accuracy and temporal stability with a very low number of cameras. Ahmed Elhayek, Edilson de Aguiar, Arjun Jain, Jonathan Tompson, Leonid Pishchulin, Mykhaylo Andriluka, Christoph Bregler, Bernt Schiele, Christian Theobalt |
CVPR | 2 |
| 2015 | Re-emission and satellite aerial maps applied to vehicle localization on urban environmentsabstractVehicle localization in large-scale urban environments has been commonly addressed as a map-matching problem in the literature. Generally, the maps are 2D images of the world where each pixel covers a part of it. However, building maps for large-scale urban environments requires driving the vehicle along the desired path at least once. In order to simplify this task, in this work, we propose a new localization system that uses satellite aerial map-images available on the Internet to localize a vehicle in a complex urban environment. Satellite aerial map-images are compared against re-emission maps built from the infrared reflectance information of the vehicle's LiDAR. Normalized Mutual Information (NMI) is used to compare re-emission and aerial map images. A Particle Filter Localization strategy is applied for vehicle's localization. As a result, the system has an accuracy of 0.89m in a test course with 6.5km. Our system can be used continuously without losing track, and it works even in dark and partially occluded areas. Lucas de Paula Veronese, Edilson de Aguiar, Rafael Correia Nascimento, José E. Guivant, Fernando Alfredo Auat Cheeín, Alberto Ferreira de Souza, Thiago Oliveira-Santos |
IROS | 2 |
| 2015 | Generalizing wave gestures from sparse examples for real-time character controlabstractMotion-tracked real-time character control is important for games and VR, but current solutions are limited: retargeting is hard for non-human characters, with locomotion bound to the sensing volume; and pose mappings are ambiguous with difficult dynamic motion control. We robustly estimate wave properties --- amplitude, frequency, and phase ---for a set of interactively-defined gestures by mapping user motions to a low-dimensional independent representation. The mapping separates simultaneous or intersecting gestures, and extrapolates gesture variations from single training examples. For animations such as locomotion, wave properties map naturally to stride length, step frequency, and progression, and allow smooth transitions from standing, to walking, to running. Interpolating out-of-phase locomotions is hard, e.g., quadruped legs between walks and runs switch phase, so we introduce a new time-interpolation scheme to reduce artifacts. These improvements to real-time motion-tracked character control are important for common cyclic animations. We validate this in a user study, and show versatility to apply to part- and full-body motions across a variety of sensors. Helge Rhodin, James Tompkin 0001, Kwang In Kim, Edilson de Aguiar, Hanspeter Pfister, Hans-Peter Seidel, Christian Theobalt |
ACM Trans. Graph. | 4 |
| 2014 | Efficient Multi-view Performance Capture of Fine-Scale Surface DetailabstractWe present a new effective way for performance capture of deforming meshes with fine-scale time-varying surface detail from multi-view video. Our method builds up on coarse 4D surface reconstructions, as obtained with commonly used template-based methods. As they only capture models of coarse-to-medium scale detail, fine scale deformation detail is often done in a second pass by using stereo constraints, features, or shading-based refinement. In this paper, we propose a new effective and stable solution to this second step. Our framework creates an implicit representation of the deformable mesh using a dense collection of 3D Gaussian functions on the surface, and a set of 2D Gaussians for the images. The fine scale deformation of all mesh vertices that maximizes photo-consistency can be efficiently found by densely optimizing a new model-to-image consistency energy on all vertex positions. A principal advantage is that our problem formulation yields a smooth closed form energy with implicit occlusion handling and analytic derivatives. Error-prone correspondence finding, or discrete sampling of surface displacement values are also not needed. We show several reconstructions of human subjects wearing loose clothing, and we qualitatively and quantitatively show that we robustly capture more detail than related methods. Nadia Robertini, Edilson de Aguiar, Thomas Helten, Christian Theobalt |
3DV | 2 |
| 2014 | Compressing VG-RAM WNN memory for lightweight applicationsabstractThe Virtual Generalizing Random Access Memory Weightless Neural Network (VG-RAM WNN) is an effective machine learning technique that offers simple implementation and fast training. One disadvantage of VG-RAM WNN, however, is the test time for applications with many training samples, i.e. large multi-class classification applications. In such cases, the test time tends to be high, since it increases with the size of the memory of each neuron. In this paper, we present a new methodology for handling such applications using VG-RAM WNN. By employing data clustering techniques to reduce the overall size of the neurons' memory, we were able to reduce the network's memory footprint and the system's runtime, while maintaining a high and acceptable classification performance. We evaluated the performance of our VG-RAM WNN system with compressed memory on the problem of traffic sign recognition. Our experimental results showed that, after compression, the system was able to run at very fast response times in standard computers. Also, we were able to load and run the system at interactive rates in small low-power systems, experiencing only a small reduction in classification performance. Edilson de Aguiar, Avelino Forechi, Lucas de Paula Veronese, Mariella Berger, Alberto Ferreira de Souza, Claudine Badue, Thiago Oliveira-Santos |
IJCNN | 1 |
| 2014 | Representing mesh-based character animations
Edilson de Aguiar, Norimichi Ukita |
Comput. Graph. | 1 |
| 2013 | Traffic sign detection with VG-RAM weightless neural networksabstractWe present a biologically inspired approach to traffic sign detection based on Virtual Generalizing Random Access Memory Weightless Neural Networks (VG-RAM WNN). VG-RAM WNN are effective machine learning tools that offer simple implementation and fast training and test. Our VG-RAM WNN architecture models the saccadic eye movement system and the transformations suffered by the images captured by the eyes from the retina to the superior colliculus in the mammalian brain. We evaluated the performance of our VG-RAM WNN system on traffic sign detection using the German Traffic Sign Detection Benchmark (GTSDB). Using only 12 traffic sign images for training, our system was ranked between the first 16 methods for the prohibitory category in the German Traffic Sign Detection Competition, part of the IJCNN'2013. Our experimental results showed that our approach is capable of reliably and efficiently detect a large variety of traffic sign categories using a few training samples. Alberto Ferreira de Souza, Cayo Fontana, Filipe Wall Mutz, Tiago Alves de Oliveira, Mariella Berger, Avelino Forechi, Jorcy de Oliveira Neto, Edilson de Aguiar, Claudine Badue |
IJCNN | 8 |
| 2010 | Stable spaces for real-time clothingabstractWe present a technique for learning clothing models that enables the simultaneous animation of thousands of detailed garments in real-time. This surprisingly simple conditional model learns and preserves the key dynamic properties of a cloth motion along with folding details. Our approach requires no a priori physical model, but rather treats training data as a "black box." We show that the models learned with our method are stable over large time-steps and can approximately resolve cloth-body collisions. We also show that within a class of methods, no simpler model covers the full range of cloth dynamics captured by ours. Our method bridges the current gap between skinning and physical simulation, combining benefits of speed from the former with dynamic effects from the latter. We demonstrate our approach on a variety of apparel worn by male and female human characters performing a varied set of motions typically used in video games ( e.g. , walking, running, jumping, etc. ). Edilson de Aguiar, Leonid Sigal, Adrien Treuille, Jessica K. Hodgins |
ACM Trans. Graph. | 1 |
| 2010 | Video-based reconstruction of animatable human charactersabstractWe present a new performance capture approach that incorporates a physically-based cloth model to reconstruct a rigged fully-animatable virtual double of a real person in loose apparel from multi-view video recordings. Our algorithm only requires a minimum of manual interaction. Without the use of optical markers in the scene, our algorithm first reconstructs skeleton motion and detailed time-varying surface geometry of a real person from a reference video sequence. These captured reference performance data are then analyzed to automatically identify non-rigidly deforming pieces of apparel on the animated geometry. For each piece of apparel, parameters of a physically-based real-time cloth simulation model are estimated, and surface geometry of occluded body regions is approximated. The reconstructed character model comprises a skeleton-based representation for the actual body parts and a physically-based simulation model for the apparel. In contrast to previous performance capture methods, we can now also create new real-time animations of actors captured in general apparel. Carsten Stoll, Juergen Gall, Edilson de Aguiar, Sebastian Thrun, Christian Theobalt |
ACM Trans. Graph. | 3 |
| 2009 | Motion capture using joint skeleton tracking and surface estimationabstractThis paper proposes a method for capturing the performance of a human or an animal from a multi-view video sequence. Given an articulated template model and silhouettes from a multi-view image sequence, our approach recovers not only the movement of the skeleton, but also the possibly non-rigid temporal deformation of the 3D surface. While large scale deformations or fast movements are captured by the skeleton pose and approximate surface skinning, true small scale deformations or non-rigid garment motion are captured by fitting the surface to the silhouette. We further propose a novel optimization scheme for skeleton-based pose estimation that exploits the skeleton's tree structure to split the optimization problem into a local one and a lower dimensional global one. We show on various sequences that our approach can capture the 3D motion of animals and humans accurately even in the case of rapid movements and wide apparel like skirts. Juergen Gall, Carsten Stoll, Edilson de Aguiar, Christian Theobalt, Bodo Rosenhahn, Hans-Peter Seidel |
CVPR | 3 |
| 2008 | Automatic Conversion of Mesh Animations into Skeleton-based AnimationsabstractAbstract Recently, it has become increasingly popular to represent animations not by means of a classical skeleton‐based model, but in the form of deforming mesh sequences. The reason for this new trend is that novel mesh deformation methods as well as new surface based scene capture techniques offer a great level of flexibility during animation creation. Unfortunately, the resulting scene representation is less compact than skeletal ones and there is not yet a rich toolbox available which enables easy post‐processing and modification of mesh animations. To bridge this gap between the mesh‐based and the skeletal paradigm, we propose a new method that automatically extracts a plausible kinematic skeleton, skeletal motion parameters, as well as surface skinning weights from arbitrary mesh animations. By this means, deforming mesh sequences can be fully‐automatically transformed into fullyrigged virtual subjects. The original input can then be quickly rendered based on the new compact bone and skin representation, and it can be easily modified using the full repertoire of already existing animation tools. Edilson de Aguiar, Christian Theobalt, Sebastian Thrun, Hans-Peter Seidel |
Comput. Graph. Forum | 1 |
| 2008 | Floating TexturesabstractAbstract We present a novel multi‐view, projective texture mapping technique. While previous multi‐view texturing approaches lead to blurring and ghosting artefacts if 3D geometry and/or camera calibration are imprecise, we propose a texturing algorithm that warps (“floats”) projected textures during run‐time to preserve crisp, detailed texture appearance. Our GPU implementation achieves interactive to real‐time frame rates. The method is very generally applicable and can be used in combination with many image‐based rendering methods or projective texturing applications. By using Floating Textures in conjunction with, e.g., visual hull rendering, light field rendering, or free‐viewpoint video, improved rendering results are obtained from fewer input images, less accurately calibrated cameras, and coarser 3D geometry proxies. Martin Eisemann, Bert de Decker, Marcus A. Magnor, Philippe Bekaert, Edilson de Aguiar, Naveed Ahmed 0001, Christian Theobalt, Anita Sellent |
Comput. Graph. Forum | 5 |
| 2008 | Performance capture from sparse multi-view videoabstractThis paper proposes a new marker-less approach to capturing human performances from multi-view video. Our algorithm can jointly reconstruct spatio-temporally coherent geometry, motion and textural surface appearance of actors that perform complex and rapid moves. Furthermore, since our algorithm is purely meshbased and makes as few as possible prior assumptions about the type of subject being tracked, it can even capture performances of people wearing wide apparel, such as a dancer wearing a skirt. To serve this purpose our method efficiently and effectively combines the power of surface- and volume-based shape deformation techniques with a new mesh-based analysis-through-synthesis framework. This framework extracts motion constraints from video and makes the laser-scan of the tracked subject mimic the recorded performance. Also small-scale time-varying shape detail is recovered by applying model-guided multi-view stereo to refine the model surface. Our method delivers captured performance data at high level of detail, is highly versatile, and is applicable to many complex types of scenes that could not be handled by alternative marker-based or marker-free recording techniques. Edilson de Aguiar, Carsten Stoll, Christian Theobalt, Naveed Ahmed 0001, Hans-Peter Seidel, Sebastian Thrun |
ACM Trans. Graph. | 1 |
| 2007 | Marker-less Deformable Mesh Tracking for Human Shape and Motion CaptureabstractWe present a novel algorithm to jointly capture the motion and the dynamic shape of humans from multiple video streams without using optical markers. Instead of relying on kinematic skeletons, as traditional motion capture methods, our approach uses a deformable high-quality mesh of a human as scene representation. It jointly uses an image-based 3D correspondence estimation algorithm and a fast Laplacian mesh deformation scheme to capture both motion and surface deformation of the actor from the input video footage. As opposed to many related methods, our algorithm can track people wearing wide apparel, it can straightforwardly be applied to any type of subject, e.g. animals, and it preserves the connectivity of the mesh over time. We demonstrate the performance of our approach using synthetic and captured real-world video sequences and validate its accuracy by comparison to the ground truth. Edilson de Aguiar, Christian Theobalt, Carsten Stoll, Hans-Peter Seidel |
CVPR | 1 |
| 2007 | Rapid Animation of Laser-scanned HumansabstractWe present a simple and efficient approach to turn laser-scanned human geometry into a realistically moving virtual avatar. Instead of relying on the classical skeleton-based animation pipeline, our method uses a mesh-based Laplacian editing scheme to drive the motion of the scanned model. Our framework elegantly solves the motion retargeting problem and produces realistic non-rigid surface deformation with minimal user interaction. Realistic animations can easily be generated from a variety of input motion descriptions, which we exemplify by applying our method to both marker-free and marker-based motion capture data Edilson de Aguiar, Christian Theobalt, Carsten Stoll, Hans-Peter Seidel |
VR | 1 |
| 2005 | Automatic generation of personalized human avatars from multi-view videoabstractIn multi-user virtual environments real-world people interact via digital avatars. In order to make the step from the real world onto the virtual stage convincing the digital equivalent of the user has to be personalized. It should reflect the shape and proportions, the kinematic properties, as well as the textural appearance of its real-world equivalent. In this paper, we present a novel spatio-temporal approach to create a personalized avatar from multi-view video data of a moving person. The avatar's geometry is generated by shape-adapting a template human body model. Its surface texture is assembled from multi-view video frames showing arbitrary different body poses. consistent surface texture for the model is generated using multi-view video frames from different camera views and different body poses. With our proposed method photo-realistic human avatars can be robustly generated. Naveed Ahmed 0001, Edilson de Aguiar, Christian Theobalt, Marcus A. Magnor, Hans-Peter Seidel |
VRST | 2 |
| 2004 | Mwedge3: Marker-Free Model Reconstruction and Motion Tracking from 3D Voxel DataabstractIn computer animation, human motion capture from video is a widely used technique to acquire motion parameters. The acquisition process typically requires an intrusion into the scene in the form of optical markers which are used to estimate the parameters of motion as well as the kinematic structure of the performer. Marker-free optical motion capture approaches exist, but due to their dependence on a specific type of a priori model they can hardly be used to track other subjects, e.g. animals. To bridge the gap between the generality of marker-based methods and the applicability of marker-free methods, we present a flexible non-intrusive approach that estimates both, a kinematic model and its parameters of motion from a sequence of voxel-volumes. The volume sequences are reconstructed from multi-view video data by means of a shape-from-silhouette technique. The described method is well-suited for but not limited to motion capture of human subjects. Edilson de Aguiar, Christian Theobalt, Marcus A. Magnor, Holger Theisel, Hans-Peter Seidel |
PG | 1 |
| 2004 | Marker-free kinematic skeleton estimation from sequences of volume dataabstractFor realistic animation of an artificial character a body model that represents the character's kinematic structure is required. Hierarchical skeleton models are widely used which represent bodies as chains of bones with interconnecting joints. In video motion capture, animation parameters are derived from the performance of a subject in the real world. For this acquisition procedure too, a kinematic body model is required. Typically, the generation of such a model for tracking and animation is, at best, a semi-automatic process. We present a novel approach that estimates a hierarchical skeleton model of an arbitrary moving subject from sequences of voxel data that were reconstructed from multi-view video footage. Our method does not require a-priori information about the body structure. We demonstrate its performance using synthetic and real data. Christian Theobalt, Edilson de Aguiar, Marcus A. Magnor, Holger Theisel, Hans-Peter Seidel |
VRST | 2 |