Recent advances in 3D imaging technologies give rise to databases of human shapes, from which statistical shape models can be built. These statistical models represent prior knowledge of the human shape and enable us to solve shape reconstruction problems from partial information. Generating human shape from traditional anthropometric measurements is such a problem, since these 1D measurements encode 3D shape information. Combined with a statistical shape model, these easy-to-obtain measurements can be leveraged to create 3D human shapes. However, existing methods limit the creation of the shapes to the space spanned by the database and thus require a large amount of training data. In this paper, we introduce a technique that extrapolates the statistically inferred shape to fit the measurement data using non-linear optimization. This method ensures that the generated shape is both human-like and satisfies the measurement conditions. We demonstrate the effectiveness of the method and compare it to existing approaches through extensive experiments, using both synthetic data and real human measurements.
* Estimating 3D Body or Face Shapes from Markers @cite_17 aim to estimate a 3D human body shape based on a sparse set of marker positions. This technique is useful when motion capture data is available. 's SCAPE model represents the human body as a triangular mesh with an associated skeleton model. As with the approach of , this approach reduces the dimensionality of the data using PCA. This yields a set of PCA weights. aim to compute a new triangular mesh based on a set of marker positions located on the body. This is achieved by adjusting the PCA weights to solve a non-linear optimization problem. This method searches the solution in the learned PCA space. Hence, it cannot find local variations not present in the training database.
@cite_17
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We introduce the SCAPE method (Shape Completion and Animation for PEople)---a data-driven method for building a human shape model that spans variation in both subject shape and pose. The method is based on a representation that incorporates both articulated and non-rigid deformations. We learn a pose deformation model that derives the non-rigid surface deformation as a function of the pose of the articulated skeleton. We also learn a separate model of variation based on body shape. Our two models can be combined to produce 3D surface models with realistic muscle deformation for different people in different poses, when neither appear in the training set. We show how the model can be used for shape completion --- generating a complete surface mesh given a limited set of markers specifying the target shape. We present applications of shape completion to partial view completion and motion capture animation. In particular, our method is capable of constructing a high-quality animated surface model of a moving person, with realistic muscle deformation, using just a single static scan and a marker motion capture sequence of the person.