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Just-in-time, viable, 3d avatars from scans

Published: 30 July 2017 Publication History

Abstract

We demonstrate a system that can generate a photorealistic, interactive 3D character from a human subject that is capable of movement, emotion, speech and gesture in less than 20 minutes without the need for 3D artist intervention or specialized technical knowledge through a near automatic process. Our method uses mostly commodity- or of-the-shelf hardware. We demonstrate the just-in-time use of generating such 3D models for virtual and augmented reality, games, simulation and communication. We anticipate that the inexpensive generation of such photorealistic models will be useful in many venues where a just-in-time 3D construction of digital avatars that resemble particular human subjects is necessary. Figure 1 shows the overall workflow of our virtual character creation pipeline.

Supplementary Material

MP4 File (talks-0180.mp4)

References

[1]
Dan Casas, Oleg Alexander, Andrew W. Feng, Graham Fyffe, Ryosuke Ichikari, Paul Debevec, Rhuizhe Wang, Evan Suma, and Ari Shapiro. 2015. Blendshapes from Commodity RGB-D Sensors. In ACM SIGGRAPH 2015 Talks (SIGGRAPH 15). ACM, New York, NY, USA, Article 33, 1 pages.
[2]
Dan Casas, Marco Volino, John Collomosse, and Adrian Hilton. 2014. 4D Video Textures for Interactive Character Appearance. Computer Graphics Forum 33, 2 (2014), 371--380.
[3]
Alvaro Collet, Ming Chuang, Pat Sweeney, Don Gillett, Dennis Evseev, David Calabrese, Hugues Hoppe, Adam Kirk, and Steve Sullivan. 2015. High-quality Streamable Free-viewpoint Video. ACM Trans. Graph. 34, 4, Article 69 (July 2015), 13 pages.
[4]
Andrew Feng, Dan Casas, and Ari Shapiro. 2015. Avatar reshaping and automatic rigging using a deformable model. In Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games. ACM, 57--64.
[5]
Alexandru Eugen Ichim, Sofien Bouaziz, and Mark Pauly. 2015. Dynamic 3D avatar creation from hand-held video input. ACM Transactions on Graphics (TOG) 34, 4 (2015), 45.
[6]
Travis Perry. 2014. Leaving the uncanny valley behind. Spectrum, IEEE 51, 6 (2014), 48--53.
[7]
Jeremy Straub and Scott Kerlin. 2014. Development of a large, low-cost, instant 3D scanner. Technologies 2, 2 (2014), 76--95.

Cited By

View all
  • (2024)Biometrics in extended reality: a reviewDiscover Artificial Intelligence10.1007/s44163-024-00190-94:1Online publication date: 13-Nov-2024
  • (2023)Dancing with the Avatars: Minimal Avatar Customisation Enhances Learning in a Psychomotor TaskProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580944(1-16)Online publication date: 19-Apr-2023
  • (2023)An empirical practice of design and evaluation of freehand interaction gestures in virtual realityMultimedia Tools and Applications10.1007/s11042-023-17640-883:17(52481-52507)Online publication date: 8-Nov-2023
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Conferences
SIGGRAPH '17: ACM SIGGRAPH 2017 Talks
July 2017
158 pages
ISBN:9781450350082
DOI:10.1145/3084363
Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 July 2017

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Author Tags

  1. 3d
  2. RGB-D
  3. animation
  4. avatar
  5. photogrammetry
  6. rigging
  7. scanning
  8. skinning
  9. virtual reality

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  • Invited-talk

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SIGGRAPH '17
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Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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Cited By

View all
  • (2024)Biometrics in extended reality: a reviewDiscover Artificial Intelligence10.1007/s44163-024-00190-94:1Online publication date: 13-Nov-2024
  • (2023)Dancing with the Avatars: Minimal Avatar Customisation Enhances Learning in a Psychomotor TaskProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3580944(1-16)Online publication date: 19-Apr-2023
  • (2023)An empirical practice of design and evaluation of freehand interaction gestures in virtual realityMultimedia Tools and Applications10.1007/s11042-023-17640-883:17(52481-52507)Online publication date: 8-Nov-2023
  • (2022)Automated Blendshape Personalization for Faithful Face Animations Using Commodity SmartphonesProceedings of the 28th ACM Symposium on Virtual Reality Software and Technology10.1145/3562939.3565622(1-9)Online publication date: 29-Nov-2022
  • (2020)Realistic Virtual Humans from Smartphone VideosProceedings of the 26th ACM Symposium on Virtual Reality Software and Technology10.1145/3385956.3418940(1-11)Online publication date: 1-Nov-2020
  • (2018)An Approximative and Semi-automated Method to Create MPEG-4 Compliant Human Face ModelsActa Cybernetica10.14232/actacyb.23.4.2018.523:4(1055-1069)Online publication date: 2018
  • (2018)Analyzing the Effect of Avatar Self-Similarity on Men and Women in a Search and Rescue GameProceedings of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3173574.3174059(1-12)Online publication date: 21-Apr-2018
  • (2018)The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional ResponseIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.279462924:4(1643-1652)Online publication date: 1-Apr-2018
  • (2017)The impact of avatar-owner visual similarity on body ownership in immersive virtual realityProceedings of the 23rd ACM Symposium on Virtual Reality Software and Technology10.1145/3139131.3141214(1-2)Online publication date: 8-Nov-2017

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