Reconstructing 3D Human Avatars from Monocular Images
Creating convincing representations of humans is a fundamental problem in both traditional arts and modern media. In our digital world, virtual avatars allow us to simulate and render the human body for a variety of applications, including movie production, sports, human-computer interaction, and medical sciences. However, capturing digital representations of a person’s shape, appearance, and motion is an expensive and time-consuming process which usually requires a lot of manual adjustments.
With the advances in consumer-grade virtual reality devices, personalized virtual avatars became an essential part of interactive and immersive applications like telepresence and virtual try-on for online fashion shopping, thereby increasing the need for versatile easy-to-use self-digitization.
In this chapter, we discuss a selection of recent acquisition methods for personalized human avatar reconstruction. In contrast to conventional setups, these fully-automatic approaches only use low-cost monocular video cameras to effectively fuse information from multiple points in time and realistically complete reconstructions from sparse observations. We address both straight-forward and sophisticated reconstruction methods focused on accuracy, simplicity, and usability to compare and provide insights into their visual fidelity and robustness.
Author(s): | Thiemo Alldieck, Moritz Kappel, Susana Castillo, Marcus Magnor |
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Published: | March 2020 |
Type: | Book chapter |
Book: | Real VR – Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays (Springer International Publishing, Cham) |
ISBN: | 978-3-030-41816-8 |
DOI: | 10.1007/978-3-030-41816-8_8 |
Project(s): | Real VR - Immersive Digital Reality Comprehensive Human Performance Capture from Monocular Video Footage Immersive Digital Reality |
@incollection{alldieck2020reconstructing, title = {Reconstructing 3D Human Avatars from Monocular Images}, author = {Alldieck, Thiemo and Kappel, Moritz and Castillo, Susana and Magnor, Marcus}, booktitle = {Real {VR} \textendash Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays}, isbn = {978-3-030-41816-8}, doi = {10.1007/978-3-030-41816-8\_8}, publisher = {Springer International Publishing, Cham}, editor = {Magnor M., Sorkine-Hornung A.}, volume = {11900}, chapter = {8}, pages = {188--218}, month = {Mar}, year = {2020} }
Authors
Thiemo Alldieck
Fmr. ResearcherMoritz Kappel
ResearcherSusana Castillo
Senior ResearcherMarcus Magnor
Director, Chair