• Title/Summary/Keyword: 3D Human modeling

Search Result 225, Processing Time 0.032 seconds

A 2D / 3D Map Modeling of Indoor Environment (실내환경에서의 2 차원/ 3 차원 Map Modeling 제작기법)

  • Jo, Sang-Woo;Park, Jin-Woo;Kwon, Yong-Moo;Ahn, Sang-Chul
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.355-361
    • /
    • 2006
  • In large scale environments like airport, museum, large warehouse and department store, autonomous mobile robots will play an important role in security and surveillance tasks. Robotic security guards will give the surveyed information of large scale environments and communicate with human operator with that kind of data such as if there is an object or not and a window is open. Both for visualization of information and as human machine interface for remote control, a 3D model can give much more useful information than the typical 2D maps used in many robotic applications today. It is easier to understandable and makes user feel like being in a location of robot so that user could interact with robot more naturally in a remote circumstance and see structures such as windows and doors that cannot be seen in a 2D model. In this paper we present our simple and easy to use method to obtain a 3D textured model. For expression of reality, we need to integrate the 3D models and real scenes. Most of other cases of 3D modeling method consist of two data acquisition devices. One for getting a 3D model and another for obtaining realistic textures. In this case, the former device would be 2D laser range-finder and the latter device would be common camera. Our algorithm consists of building a measurement-based 2D metric map which is acquired by laser range-finder, texture acquisition/stitching and texture-mapping to corresponding 3D model. The algorithm is implemented with laser sensor for obtaining 2D/3D metric map and two cameras for gathering texture. Our geometric 3D model consists of planes that model the floor and walls. The geometry of the planes is extracted from the 2D metric map data. Textures for the floor and walls are generated from the images captured by two 1394 cameras which have wide Field of View angle. Image stitching and image cutting process is used to generate textured images for corresponding with a 3D model. The algorithm is applied to 2 cases which are corridor and space that has the four wall like room of building. The generated 3D map model of indoor environment is shown with VRML format and can be viewed in a web browser with a VRML plug-in. The proposed algorithm can be applied to 3D model-based remote surveillance system through WWW.

  • PDF

3D Clothes Modeling of Virtual Human for Metaverse (메타버스를 위한 가상 휴먼의 3차원 의상 모델링)

  • Kim, Hyun Woo;Kim, Dong Eon;Kim, Yujin;Park, In Kyu
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.638-653
    • /
    • 2022
  • In this paper, we propose the new method of creating 3D virtual-human reflecting the pattern of clothes worn by the person in the high-resolution whole body front image and the body shape data about the person. To get the pattern of clothes, we proceed Instance Segmentation and clothes parsing using Cascade Mask R-CNN. After, we use Pix2Pix to blur the boundaries and estimate the background color and can get UV-Map of 3D clothes mesh proceeding UV-Map base warping. Also, we get the body shape data using SMPL-X and deform the original clothes and body mesh. With UV-Map of clothes and deformed clothes and body mesh, user finally can see the animation of 3D virtual-human reflecting user's appearance by rendering with the state-of-the game engine, i.e. Unreal Engine.

3D Pose Estimation of a Human Arm for Human-Computer Interaction - Application of Mechanical Modeling Techniques to Computer Vision (인간-컴퓨터 상호 작용을 위한 인간 팔의 3차원 자세 추정 - 기계요소 모델링 기법을 컴퓨터 비전에 적용)

  • Han Young-Mo
    • Journal of the Institute of Electronics Engineers of Korea SC
    • /
    • v.42 no.4 s.304
    • /
    • pp.11-18
    • /
    • 2005
  • For expressing intention the human often use body languages as well as vocal languages. Of course the gestures using arms and hands are the representative ones among the body languages. Therefore it is very important to understand the human arm motion in human-computer interaction. In this respect we present here how to estimate 3D pose of human arms by using computer vision systems. For this we first focus on the idea that the human arm motion consists of mostly revolute joint motions, and then we present an algorithm for understanding 3D motion of a revolute joint using vision systems. Next we apply it to estimating 3D pose of human arms using vision systems. The fundamental idea for this algorithm extension is that we may apply the algorithm for a revolute joint to each of the revolute joints of hmm arms one after another. In designing the algorithms we focus on seeking closed-form solutions with high accuracy because we aim at applying them to human computer interaction for ubiquitous computing and virtual reality.

Generating 3-D Models of Human Motions by Motion Capture

  • Yamaguchi, I.;Tou, K.;Tan, J.K.;Ishikawa, S.;Naito, T.;Yokota, M.
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2003.10a
    • /
    • pp.1629-1632
    • /
    • 2003
  • A technique is presented for generating a compound human motion from its primitive motions obtained by a motion capture system. Some human fundamental motions are modeled in a 3-D way and registered as primitive motions. Because the factorization method is used for the motion capture, calibration of video cameras and connection of the motion in the direction of time is both unnecessary. Employing these motions, various compound human motions are generated by connecting the motions after having applied rotation and parallel transformation to them. Linear interpolation is done at the discontinuous boundary between primitive motions and smooth connection is achieved. Experimental results show satisfactory performance of the proposed technique. The technique may contribute to producing various complicated human motions without much effort using a strict motion capture system.

  • PDF

Automatic 3D Facial Movement Detection from Mirror-reflected Multi-Image for Facial Expression Modeling (거울 투영 이미지를 이용한 3D 얼굴 표정 변화 자동 검출 및 모델링)

  • Kyung, Kyu-Min;Park, Mignon;Hyun, Chang-Ho
    • Proceedings of the KIEE Conference
    • /
    • 2005.05a
    • /
    • pp.113-115
    • /
    • 2005
  • This thesis presents a method for 3D modeling of facial expression from frontal and mirror-reflected multi-image. Since the proposed system uses only one camera, two mirrors, and simple mirror's property, it is robust, accurate and inexpensive. In addition, we can avoid the problem of synchronization between data among different cameras. Mirrors located near one's cheeks can reflect the side views of markers on one's face. To optimize our system, we must select feature points of face intimately associated with human's emotions. Therefore we refer to the FDP (Facial Definition Parameters) and FAP (Facial Animation Parameters) defined by MPEG-4 SNHC (Synlhetic/Natural Hybrid Coding). We put colorful dot markers on selected feature points of face to detect movement of facial deformation when subject makes variety expressions. Before computing the 3D coordinates of extracted facial feature points, we properly grouped these points according to relative part. This makes our matching process automatically. We experiment on about twenty koreans the subject of our experiment in their late twenties and early thirties. Finally, we verify the performance of the proposed method tv simulating an animation of 3D facial expression.

  • PDF

K-SMPL: Korean Body Measurement Data Based Parametric Human Model (K-SMPL: 한국인 체형 데이터 기반의 매개화된 인체 모델)

  • Choi, Byeoli;Lee, Sung-Hee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.28 no.4
    • /
    • pp.1-11
    • /
    • 2022
  • The Skinned Multi-Person Linear Model (SMPL) is the most widely used parametric 3D Human Model optimized and learned from CAESAR, a 3D human scanned database created with measurements from 3,800 people living in United States in the 1990s. We point out the lack of racial diversity of body types in SMPL and propose K-SMPL that better represents Korean 3D body shapes. To this end, we develop a fitting algorithm to estimate 2,773 Korean 3D body shapes from Korean body measurement data. By conducting principle component analysis to the estimated Korean body shapes, we construct K-SMPL model that can generate various Korean body shape in 3D. K-SMPL model allows to improve the fitting accuracy over SMPL with respect to the Korean body measurement data. K-SMPL model can be widely used for avatar generation and human shape fitting for Korean.

A Study on Facial Modeling using Implicit Primitive (음함수 프리미티브를 이용한 얼굴모델링에 대한 연구)

  • Lee Hyun-Cheol;Song Yong-Kyu;Kim Eun-Seok;Hur Gi-Taek
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.11a
    • /
    • pp.466-469
    • /
    • 2005
  • Recently, in computer graphics, researches on 3D animations have been very active. One of the important research areas in 3D animation is animation of human being. Implicit surface model is convient for modeling objects composed of complicated surface such as 3D characters and liquids. Moreover, it can represent various forms of surfaces using a relatively small amount of data. In this paper, we propose a method of facial model generation using Implicit Primitive.

  • PDF

Realistic Enhancement of 3D Expressions for Building Expressions with Hologram (건축물 홀로그램 표현에서 3D 실체감 표현 향상방안)

  • Shin, Seong-Yoon;Lee, Hyun-Chang
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.23 no.9
    • /
    • pp.1104-1109
    • /
    • 2019
  • Business utilization of holograms is widely used as a similar hologram. The use of holograms has been proposed in many cases. In this paper, we present an outline of similar holograms using up to 3 or 4 facets, and express the similar holograms using the results produced by 3D modeling for a building from dealing with the representation of buildings from hololens to pseudo-hologram by using 3D modeling results. In addition, to reflect the real image of the disadvantage of modeling, we propose a method to enhance the 3D expression of the object by reflecting the actual building surface on the 3D model through photographing. Virtual building seen by the human eye can be virtually shown in space through a hologram among various methods shown in a virtual space such as AR / VR / MR. Through this study, it will be possible to express holograms of various materials such as buildings or cultural properties with enhanced realism.

Prediction of Postural Sagging Observed During Driving in Korean Male Drivers (한국인 남성 운전자의 운전 자세에서 발생하는 몸통 처짐 현상에 관한 예측 모델 연구)

  • Oh, Youngtaek;Jung, Eui S.;Park, Sungjoon;Jeong, Seong Wook
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.34 no.1
    • /
    • pp.57-65
    • /
    • 2008
  • In the vehicle design, the research on driving posture has stood out as one of the important issues. Recently, the research on 3D human modeling focused on more exact implementation of real driving posture. However, prediction of driving posture through the 3D human modeling fail to reflect on the model the phenomenon called sagging, which refers to the retraction or shrinking of the torso while driving. 30 male subjects participated in the experiment where total subjects were divided into four groups according to height percentile(under 50%ile, 51%ile to 75%ile, 76%ile to 95%ile, over 95%ile). The independent variables were seat back angle(4 levels) and seat pan angle(2 levels). The dependent variable was capacity or the degree of retraction of the torso. First this study measured the sagging capacity by using a paired T-test between erect and retracted posture. Secondly it was tried to find out significant anthropometric variables that were statistically correlated by the analysis of correlation. Finally, a prediction model was derived which explains the capacity of sagging.

Development of Ergonomic Leg Guard for Baseball Catchers through 3D Modeling and Printing

  • Lee, Hyojeong;Eom, Ran-i;Lee, Yejin
    • Journal of Fashion Business
    • /
    • v.20 no.3
    • /
    • pp.17-29
    • /
    • 2016
  • To develop baseball catcher leg guards, 3-dimensional (3D) methodologies, which are 3D human body data, reverse engineering, modeling, and printing, optimized guard design for representative positions. Optimization was based on analysis of 3D body surface data and subjective evaluation using 3D printing products. Reverse engineering was used for analysis and modeling based on data in three postures: standing, $90^{\circ}$ knee flexion, and $120^{\circ}$ knee flexion. During knee flexion, vertical skin length increased, with the thigh and knee larger in anterior area compared to the horizontal dimension. Moreover, $120^{\circ}$ knee flexion posture had a high radius of curvature in knee movement. Therefore, guard designs were based on increasing rates of skin deformation and numerical values of radius of curvature. Guards were designed with 3-part zoning at the thigh, knee, and shin. Guards 1 and 2 had thigh and knee boundaries allowing vertical skin length deformation because the shape of thigh and knee significantly affects to its performance. Guard 2 was designed with a narrower thigh and wider knee area than guard 1. The guards were manufactured as full-scale products on a 3D printer. Both guards fit better in sitting than standing position, and guard 2 received better evaluations than guard 1. Additional modifications were made and an optimized version (guard 3) was tested. Guard 3 showed the best fit. A design approach based on 3D data effectively determines best fitting leg guards, and 3D printing technology can customize guard design through immediate feedback from a customer.