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Carsten Stoll

dblp:s/CarstenStoll · DBLP profile ↗
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25ranked-venue papers
4as first author
4since 2021 · last 2024
0000-0002-0119-4340ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 23 · 3 first-author · 4 since 2021Artificial intelligence and machine learning · 12 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author

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
14 papers
3D vision · 80% Segmentation and scene understanding · 7% Face, body and person analysis · 6%
Computer graphics and multimedia
10 papers
Computer animation and physical simulation · 63% Rendering · 15% Virtual and augmented reality · 14%

Topics — the 30 heaviest of 38, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › motion modeling
human motion modeling
0.812024
HUMOS: Human Motion Model Conditioned on Body Shape · ECCV (16) 2024
Computer animation and physical simulation › audio-driven animation
speech-driven animation
0.612022
Speech Driven Tongue Animation · CVPR 2022
Virtual and augmented reality
avatar
0.512021
ANR: Articulated Neural Rendering for Virtual Avatars · CVPR 2021
Rendering
neural rendering
0.512021
ANR: Articulated Neural Rendering for Virtual Avatars · CVPR 2021
Computer vision › 3D vision
3d shape representation
0.412020
PatchNets: Patch-Based Generalizable Deep Implicit 3D Shape Representations · ECCV (16) 2020
Computer vision › 3D vision
implicit neural representation
0.412020
PatchNets: Patch-Based Generalizable Deep Implicit 3D Shape Representations · ECCV (16) 2020
Computer vision › 3D vision › motion capture › human motion capture
markerless motion capture
0.432013
Markerless Motion Capture of Multiple Characters Using Multiview Image Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2013
Spatio-temporal motion tracking with unsynchronized cameras · CVPR 2012
Markerless motion capture of interacting characters using multi-view image segmentation · CVPR 2011
Computer animation and physical simulation
performance capture
0.432013
On-set performance capture of multiple actors with a stereo camera · ACM Trans. Graph. 2013
Video-based reconstruction of animatable human characters · ACM Trans. Graph. 2010
Performance capture from sparse multi-view video · ACM Trans. Graph. 2008
Computer animation and physical simulation › motion capture
markerless motion capture
0.322013
On-set performance capture of multiple actors with a stereo camera · ACM Trans. Graph. 2013
Fast articulated motion tracking using a sums of Gaussians body model · ICCV 2011
Computer vision › 3D vision › 3d shape analysis › shape estimation
surface estimation
0.322013
Markerless Motion Capture of Multiple Characters Using Multiview Image Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2013
Motion capture using joint skeleton tracking and surface estimation · CVPR 2009
Computer vision › 3D vision › 3d reconstruction
multi-view reconstruction
0.332012
Spatio-temporal motion tracking with unsynchronized cameras · CVPR 2012
Performance capture from sparse multi-view video · ACM Trans. Graph. 2008
Video-based reconstruction of animatable human characters · ACM Trans. Graph. 2010
Computer vision › Face, body and person analysis
human pose estimation
0.232013
Markerless Motion Capture of Multiple Characters Using Multiview Image Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2013
Spatio-temporal motion tracking with unsynchronized cameras · CVPR 2012
Fast articulated motion tracking using a sums of Gaussians body model · ICCV 2011
Machine learning › Generative modeling › diffusion model
human motion generation
0.212024
HUMOS: Human Motion Model Conditioned on Body Shape · ECCV (16) 2024
Computer vision › 3D vision
motion capture
0.222011
Markerless motion capture of interacting characters using multi-view image segmentation · CVPR 2011
Motion capture using joint skeleton tracking and surface estimation · CVPR 2009
Computer vision › 3D vision
3d reconstruction
0.212013
Markerless Motion Capture of Multiple Characters Using Multiview Image Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2013
Geometric modeling and processing › shape modeling
human body modeling
0.112020
TexMesh: Reconstructing Detailed Human Texture and Geometry from RGB-D Video · ECCV (10) 2020
Computer vision › 3D vision › motion capture
human performance capture
0.112011
Video-based characters: creating new human performances from a multi-view video database · ACM Trans. Graph. 2011
Computer vision › Segmentation and scene understanding
image segmentation
0.112011
Markerless motion capture of interacting characters using multi-view image segmentation · CVPR 2011
Computer vision › 3D vision › motion capture
multi-person motion capture
0.112011
Markerless motion capture of interacting characters using multi-view image segmentation · CVPR 2011
Computer vision › Segmentation and scene understanding › image segmentation
multi-view segmentation
0.112011
Markerless motion capture of interacting characters using multi-view image segmentation · CVPR 2011
Computer animation and physical simulation
motion capture
0.112011
Fast articulated motion tracking using a sums of Gaussians body model · ICCV 2011
Visual content generation and editing
video generation
0.112011
Video-based characters: creating new human performances from a multi-view video database · ACM Trans. Graph. 2011
Computer vision › 3D vision › structure from motion
structure and motion estimation
0.112010
Joint Estimation of Motion, Structure and Geometry from Stereo Sequences · ECCV (4) 2010
Computer vision › 3D vision
structure from motion
0.112010
Joint Estimation of Motion, Structure and Geometry from Stereo Sequences · ECCV (4) 2010
Computer animation and physical simulation
cloth simulation
0.112010
Video-based reconstruction of animatable human characters · ACM Trans. Graph. 2010
Computer vision › 3D vision › motion capture
human motion capture
0.112009
Motion capture using joint skeleton tracking and surface estimation · CVPR 2009
Computer vision › 3D vision › 3d shape modeling
shape deformation
0.112008
Performance capture from sparse multi-view video · ACM Trans. Graph. 2008
Computer vision › 3D vision › motion capture
human shape and motion capture
0.112007
Marker-less Deformable Mesh Tracking for Human Shape and Motion Capture · CVPR 2007
Computer animation and physical simulation
motion retargeting
0.112007
Rapid Animation of Laser-scanned Humans · VR 2007
Computer vision › 3D vision › 3d reconstruction › multi-view stereo
stereo reconstruction
0.012013
On-set performance capture of multiple actors with a stereo camera · ACM Trans. Graph. 2013

Methods — techniques the papers use, named apart from their topics

RGB-D video · 0.9self-supervised audio feature encoder · 0.6encoder-decoder network · 0.6skinned mesh · 0.5neural shading · 0.5deep implicit function · 0.4pose optimization · 0.3foreground segmentation · 0.3BRDF estimation · 0.3probabilistic shape and appearance model · 0.3combined optimization · 0.2articulated template model · 0.2temporally continuous functional · 0.1model-to-image similarity · 0.1sums of gaussians · 0.1differentiable similarity measure · 0.1
YearPublicationVenuePosition
2024 HUMOS: Human Motion Model Conditioned on Body Shape
Shashank Tripathi, Omid Taheri, Christoph Lassner, Michael J. Black, Daniel Holden, Carsten Stoll
ECCV (16)6
2024 PhISANet: Phonetically Informed Speech Animation Network
abstract
Realistic animation is crucial for immersive and seamless human-avatar interactions as digital avatars become more prevalent. This work presents PhISANet, an encoder-decoder model that realistically animates the face and tongue solely from speech. PhISANet leverages neural audio representations trained on vast amounts of speech to map the speech signal into animation parameters that control the lower face and tongue of realistic 3D models. By integrating a novel multi-task learning strategy during the training phase, PhISANet reincorporates the phonetic information from the input speech, improving articulation in the generated animations. A thorough quantitative and qualitative study validates this improvement, and it determines that WavLM and Whisper features are ideal for training a generalizable speech-animation model regardless of gender, age, and language.
Sarah L. Taylor, Carsten Stoll, Gareth Edwards, Alex Hauptmann 0001, Shinji Watanabe 0001, Iain A. Matthews
ICASSP3
2022 Speech Driven Tongue Animation
abstract
Advances in speech driven animation techniques allow the creation of convincing animations for virtual characters solely from audio data. Many existing approaches focus on facial and lip motion and they often do not provide realistic animation of the inner mouth. This paper addresses the problem of speech-driven inner mouth animation. Obtaining performance capture data of the tongue and jaw from video alone is difficult because the inner mouth is only partially observable during speech. In this work, we introduce a large-scale speech and mocap dataset that focuses on capturing tongue, jaw, and lip motion. This dataset enables research using data-driven techniques to generate realistic inner mouth animation from speech. We then propose a deep-learning based method for accurate and generalizable speech to tongue and jaw animation, and evaluate several encoder-decoder network architectures and audio feature encoders. We find that recent self-supervised deep learning based audio feature encoders are robust, generalize well to unseen speakers and content, and work best for our task. To demonstrate the practical application of our approach, we show animations on high-quality parametric 3D face models driven by the landmarks generated from our speech-to-tongue animation method.
Denis Tomè, Carsten Stoll, Mark K. Tiede, Kevin Munhall, Alex Hauptmann 0001, Iain A. Matthews
CVPR3
2021 ANR: Articulated Neural Rendering for Virtual Avatars
abstract
The combination of traditional rendering with neural networks in Deferred Neural Rendering (DNR) [38] provides a compelling balance between computational complexity and realism of the resulting images. Using skinned meshes for rendering articulating objects is a natural extension for the DNR framework and would open it up to a plethora of applications. However, in this case the neural shading step must account for deformations that are possibly not captured in the mesh, as well as alignment in-accuracies and dynamics—which can confound the DNR pipeline. We present Articulated Neural Rendering (ANR), a novel framework based on DNR which explicitly addresses its limitations for virtual human avatars. We show the superiority of ANR not only with respect to DNR but also with methods specialized for avatar creation and animation. In two user studies, we observe a clear preference for our avatar model and we demonstrate state-of-the-art performance on quantitative evaluation metrics. Perceptually, we observe better temporal stability, level of detail and plausibility. More results are available at our project page: https://anr-avatars.github.io.
Amit Raj, Julian Tanke, James Hays, Minh Vo, Carsten Stoll, Christoph Lassner
CVPR5
2020 PatchNets: Patch-Based Generalizable Deep Implicit 3D Shape Representations
Edith Tretschk, Ayush Tewari, Vladislav Golyanik, Michael Zollhöfer, Carsten Stoll, Christian Theobalt
ECCV (16)5
2020 TexMesh: Reconstructing Detailed Human Texture and Geometry from RGB-D Video
Tiancheng Zhi, Christoph Lassner, Tony Tung, Carsten Stoll, Srinivasa G. Narasimhan, Minh Vo
ECCV (10)4
2015 Outdoor Human Motion Capture by Simultaneous Optimization of Pose and Camera Parameters
abstract
Abstract We present a method for capturing the skeletal motions of humans using a sparse set of potentially moving cameras in an uncontrolled environment. Our approach is able to track multiple people even in front of cluttered and non‐static backgrounds, and unsynchronized cameras with varying image quality and frame rate. We completely rely on optical information and do not make use of additional sensor information (e.g. depth images or inertial sensors). Our algorithm simultaneously reconstructs the skeletal pose parameters of multiple performers and the motion of each camera. This is facilitated by a new energy functional that captures the alignment of the model and the camera positions with the input videos in an analytic way. The approach can be adopted in many practical applications to replace the complex and expensive motion capture studios with few consumer‐grade cameras even in uncontrolled outdoor scenes. We demonstrate this based on challenging multi‐view video sequences that are captured with unsynchronized and moving (e.g. mobile‐phone or GoPro) cameras.
Ahmed Elhayek, Carsten Stoll, Kwang In Kim, Christian Theobalt
Comput. Graph. Forum2
2013 Capturing Relightable Human Performances under General Uncontrolled Illumination
abstract
Abstract We present a novel approach to create relightable free‐viewpoint human performances from multi‐view video recorded under general uncontrolled and uncalibated illumination. We first capture a multi‐view sequence of an actor wearing arbitrary apparel and reconstruct a spatio‐temporal coherent coarse 3D model of the performance using a marker‐less tracking approach. Using these coarse reconstructions, we estimate the low‐frequency component of the illumination in a spherical harmonics (SH) basis as well as the diffuse reflectance, and then utilize them to estimate the dynamic geometry detail of human actors based on shading cues. Given the high‐quality time‐varying geometry, the estimated illumination is extended to the all‐frequency domain by re‐estimating it in the wavelet basis. Finally, the high‐quality all‐frequency illumination is utilized to reconstruct the spatially‐varying BRDF of the surface. The recovered time‐varying surface geometry and spatially‐varying non‐Lambertian reflectance allow us to generate high‐quality model‐based free view‐point videos of the actor under novel illumination conditions. Our method enables plausible reconstruction of relightable dynamic scene models without a complex controlled lighting apparatus, and opens up a path towards relightable performance capture in less constrained environments and using less complex acquisition setups.
Chenglei Wu, Carsten Stoll, Yebin Liu, Kiran Varanasi, Qionghai Dai, Christian Theobalt
Comput. Graph. Forum3
2013 Markerless Motion Capture of Multiple Characters Using Multiview Image Segmentation
abstract
Capturing the skeleton motion and detailed time-varying surface geometry of multiple, closely interacting peoples is a very challenging task, even in a multicamera setup, due to frequent occlusions and ambiguities in feature-to-person assignments. To address this task, we propose a framework that exploits multiview image segmentation. To this end, a probabilistic shape and appearance model is employed to segment the input images and to assign each pixel uniquely to one person. Given the articulated template models of each person and the labeled pixels, a combined optimization scheme, which splits the skeleton pose optimization problem into a local one and a lower dimensional global one, is applied one by one to each individual, followed with surface estimation to capture detailed nonrigid deformations. We show on various sequences that our approach can capture the 3D motion of humans accurately even if they move rapidly, if they wear wide apparel, and if they are engaged in challenging multiperson motions, including dancing, wrestling, and hugging.
Yebin Liu, Juergen Gall, Carsten Stoll, Qionghai Dai, Hans-Peter Seidel, Christian Theobalt
IEEE Trans. Pattern Anal. Mach. Intell.3
2013 On-set performance capture of multiple actors with a stereo camera
abstract
State-of-the-art marker-less performance capture algorithms reconstruct detailed human skeletal motion and space-time coherent surface geometry. Despite being a big improvement over marker-based motion capture methods, they are still rarely applied in practical VFX productions as they require ten or more cameras and a studio with controlled lighting or a green screen background. If one was able to capture performances directly on a general set using only the primary stereo camera used for principal photography, many possibilities would open up in virtual production and previsualization, the creation of virtual actors, and video editing during post-production. We describe a new algorithm which works towards this goal. It is able to track skeletal motion and detailed surface geometry of one or more actors from footage recorded with a stereo rig that is allowed to move. It succeeds in general sets with uncontrolled background and uncontrolled illumination, and scenes in which actors strike non-frontal poses. It is one of the first performance capture methods to exploit detailed BRDF information and scene illumination for accurate pose tracking and surface refinement in general scenes. It also relies on a new foreground segmentation approach that combines appearance, stereo, and pose tracking results to segment out actors from the background. Appearance, segmentation, and motion cues are combined in a new pose optimization framework that is robust under uncontrolled lighting, uncontrolled background and very sparse camera views.
Chenglei Wu, Carsten Stoll, Levi Valgaerts, Christian Theobalt
ACM Trans. Graph.2
2012 Spatio-temporal motion tracking with unsynchronized cameras
abstract
We present a new spatio-temporal method for markerless motion capture. We reconstruct the pose and motion of a character from a multi-view video sequence without requiring the cameras to be synchronized and without aligning captured frames in time. By formulating the model-to-image similarity measure as a temporally continuous functional, we are also able to reconstruct motion in much higher temporal detail than was possible with previous synchronized approaches. By purposefully running cameras unsynchronized we can capture even very fast motion at speeds that off-the-shelf but high quality cameras provide.
Ahmed Elhayek, Carsten Stoll, Nils Hasler, Kwang In Kim, Hans-Peter Seidel, Christian Theobalt
CVPR2
2012 Coherent Spatiotemporal Filtering, Upsampling and Rendering of RGBZ Videos
abstract
Abstract Sophisticated video processing effects require both image and geometry information. We explore the possibility to augment a video camera with a recent infrared time‐of‐flight depth camera, to capture high‐resolution RGB and low‐resolution, noisy depth at video frame rates. To turn such a setup into a practical RGBZ video camera, we develop efficient data filtering techniques that are tailored to the noise characteristics of IR depth cameras. We first remove typical artefacts in the RGBZ data and then apply an efficient spatiotemporal denoising and upsampling scheme. This allows us to record temporally coherent RGBZ videos at interactive frame rates and to use them to render a variety of effects in unprecedented quality. We show effects such as video relighting, geometry‐based abstraction and stylisation, background segmentation and rendering in stereoscopic 3D.
Christian Richardt, Carsten Stoll, Neil A. Dodgson, Hans-Peter Seidel, Christian Theobalt
Comput. Graph. Forum2
2011 Markerless motion capture of interacting characters using multi-view image segmentation
abstract
We present a markerless motion capture approach that reconstructs the skeletal motion and detailed time-varying surface geometry of two closely interacting people from multi-view video. Due to ambiguities in feature-to-person assignments and frequent occlusions, it is not feasible to directly apply single-person capture approaches to the multi-person case. We therefore propose a combined image segmentation and tracking approach to overcome these difficulties. A new probabilistic shape and appearance model is employed to segment the input images and to assign each pixel uniquely to one person. Thereafter, a single-person markerless motion and surface capture approach can be applied to each individual, either one-by-one or in parallel, even under strong occlusions. We demonstrate the performance of our approach on several challenging multi-person motions, including dance and martial arts, and also provide a reference dataset for multi-person motion capture with ground truth.
Yebin Liu, Carsten Stoll, Juergen Gall, Hans-Peter Seidel, Christian Theobalt
CVPR2
2011 Fast articulated motion tracking using a sums of Gaussians body model
abstract
We present an approach for modeling the human body by Sums of spatial Gaussians (SoG), allowing us to perform fast and high-quality markerless motion capture from multi-view video sequences. The SoG model is equipped with a color model to represent the shape and appearance of the human and can be reconstructed from a sparse set of images. Similar to the human body, we also represent the image domain as SoG that models color consistent image blobs. Based on the SoG models of the image and the human body, we introduce a novel continuous and differentiable model-to-image similarity measure that can be used to estimate the skeletal motion of a human at 5-15 frames per second even for many camera views. In our experiments, we show that our method, which does not rely on silhouettes or training data, offers an good balance between accuracy and computational cost.
Carsten Stoll, Nils Hasler, Juergen Gall, Hans-Peter Seidel, Christian Theobalt
ICCV1
2011 Video-based characters: creating new human performances from a multi-view video database
abstract
We present a method to synthesize plausible video sequences of humans according to user-defined body motions and viewpoints. We first capture a small database of multi-view video sequences of an actor performing various basic motions. This database needs to be captured only once and serves as the input to our synthesis algorithm. We then apply a marker-less model-based performance capture approach to the entire database to obtain pose and geometry of the actor in each database frame. To create novel video sequences of the actor from the database, a user animates a 3D human skeleton with novel motion and viewpoints. Our technique then synthesizes a realistic video sequence of the actor performing the specified motion based only on the initial database. The first key component of our approach is a new efficient retrieval strategy to find appropriate spatio-temporally coherent database frames from which to synthesize target video frames. The second key component is a warping-based texture synthesis approach that uses the retrieved most-similar database frames to synthesize spatio-temporally coherent target video frames. For instance, this enables us to easily create video sequences of actors performing dangerous stunts without them being placed in harm's way. We show through a variety of result videos and a user study that we can synthesize realistic videos of people, even if the target motions and camera views are different from the database content.
Feng Xu 0005, Yebin Liu, Carsten Stoll, James Tompkin 0001, Gaurav Bharaj, Qionghai Dai, Hans-Peter Seidel, Jan Kautz, Christian Theobalt
ACM Trans. Graph.3
2010 Joint Estimation of Motion, Structure and Geometry from Stereo Sequences
Levi Valgaerts, Andrés Bruhn, Henning Zimmer, Joachim Weickert, Carsten Stoll, Christian Theobalt
ECCV (4)5
2010 Video-based reconstruction of animatable human characters
abstract
We 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.1
2009 Motion capture using joint skeleton tracking and surface estimation
abstract
This 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
CVPR2
2009 Estimating body shape of dressed humans
Nils Hasler, Carsten Stoll, Bodo Rosenhahn, Thorsten Thormählen, Hans-Peter Seidel
Comput. Graph.2
2009 A Statistical Model of Human Pose and Body Shape
abstract
Abstract Generation and animation of realistic humans is an essential part of many projects in today's media industry. Especially, the games and special effects industry heavily depend on realistic human animation. In this work a unified model that describes both, human pose and body shape is introduced which allows us to accurately model muscle deformations not only as a function of pose but also dependent on the physique of the subject. Coupled with the model's ability to generate arbitrary human body shapes, it severely simplifies the generation of highly realistic character animations. A learning based approach is trained on approximately 550 full body 3D laser scans taken of 114 subjects. Scan registration is performed using a non‐rigid deformation technique. Then, a rotation invariant encoding of the acquired exemplars permits the computation of a statistical model that simultaneously encodes pose and body shape. Finally, morphing or generating meshes according to several constraints simultaneously can be achieved by training semantically meaningful regressors.
Nils Hasler, Carsten Stoll, Martin Sunkel, Bodo Rosenhahn, Hans-Peter Seidel
Comput. Graph. Forum2
2008 Performance capture from sparse multi-view video
abstract
This 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.2
2007 Marker-less Deformable Mesh Tracking for Human Shape and Motion Capture
abstract
We 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
CVPR3
2007 Rapid Animation of Laser-scanned Humans
abstract
We 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
VR3
2006 BSP Shapes
abstract
We discuss a shape representation based on a set of disconnected (planar) polygons. The polygons are computed by creating a BSP that contains approximately linear surface patches in each cell. This is achieved by employing two heuristics for finding appropriate split planes in each cell. Leaf nodes in the BSP tree represent either polygonal surface approximations or empty (clip) cells rather than split planes. We show that the resulting set of disconnected primitives typically leads to a better two-sided Hausdorff error for a given number of primitives than meshes. The BSP cells can be coded with few bits and, consequently, the tree is a compact shape representation. The special properties of BSPs are very useful in applications that need to perform spatial queries on the primitives, such as for occlusion and view frustum culling, and proximity or collision tests
Carsten Stoll, Hans-Peter Seidel, Marc Alexa
SMI1
2005 Visualization with stylized line primitives
abstract
Line primitives are a very powerful visual attribute used for scientific visualization and in particular for 3D vector-field visualization. We extend the basic line primitives with additional visual attributes including color, line width, texture and orientation. To implement the visual attributes we represent the stylized line primitives as generalized cylinders. One important contribution of our work is an efficient rendering algorithm for stylized lines, which is hybrid in the sense that it uses both CPU and GPU based rendering. We improve the depth perception with a shadow algorithm. We present several applications for the visualization with stylized lines among which are the visualizations of 3D vector fields and molecular structures.
Carsten Stoll, Stefan Gumhold, Hans-Peter Seidel
IEEE Visualization1