SCANimate: Weakly supervised learning of skinned clothed avatar networks

S Saito, J Yang, Q Ma, MJ Black - Proceedings of the IEEE …, 2021 - openaccess.thecvf.com
We present SCANimate, an end-to-end trainable framework that takes raw 3D scans of a
clothed human and turns them into an animatable avatar. These avatars are driven by pose …

SMPL: A skinned multi-person linear model

M Loper, N Mahmood, J Romero, G Pons-Moll… - … Papers: Pushing the …, 2023 - dl.acm.org
We present a learned model of human body shape and posedependent shape variation that
is more accurate than previous models and is compatible with existing graphics pipelines …

Star: Sparse trained articulated human body regressor

AAA Osman, T Bolkart, MJ Black - … , Glasgow, UK, August 23–28, 2020 …, 2020 - Springer
The SMPL body model is widely used for the estimation, synthesis, and analysis of 3D
human pose and shape. While popular, we show that SMPL has several limitations and …

State of the art in hand and finger modeling and animation

N Wheatland, Y Wang, H Song, M Neff… - Computer Graphics …, 2015 - Wiley Online Library
The human hand is a complex biological system able to perform numerous tasks with
impressive accuracy and dexterity. Gestures furthermore play an important role in our daily …

Dyna: A model of dynamic human shape in motion

G Pons-Moll, J Romero, N Mahmood… - ACM Transactions on …, 2015 - dl.acm.org
To look human, digital full-body avatars need to have soft-tissue deformations like those of
real people. We learn a model of soft-tissue deformations from examples using a high …

Automatic rigging and animation of 3d characters

I Baran, J Popović - ACM Transactions on graphics (TOG), 2007 - dl.acm.org
Animating an articulated 3D character currently requires manual rigging to specify its
internal skeletal structure and to define how the input motion deforms its surface. We present …

Physically based deformable models in computer graphics

A Nealen, M Müller, R Keiser… - Computer graphics …, 2006 - Wiley Online Library
Physically based deformable models have been widely embraced by the Computer
Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich …

Geometric skinning with approximate dual quaternion blending

L Kavan, S Collins, J Žára, C O'Sullivan - ACM Transactions on Graphics …, 2008 - dl.acm.org
Skinning of skeletally deformable models is extensively used for real-time animation of
characters, creatures and similar objects. The standard solution, linear blend skinning, has …

Efficient elasticity for character skinning with contact and collisions

A McAdams, Y Zhu, A Selle, M Empey… - ACM SIGGRAPH 2011 …, 2011 - dl.acm.org
We present a new algorithm for near-interactive simulation of skeleton driven, high
resolution elasticity models. Our methodology is used for soft tissue deformation in character …

Skinning with dual quaternions

L Kavan, S Collins, J Žára, C O'Sullivan - Proceedings of the 2007 …, 2007 - dl.acm.org
Skinning of skeletally deformable models is extensively used for real-time animation of
characters, creatures and similar objects. The standard solution, linear blend skinning, has …