Date: 21 July 2014 Time: 11:00-13:00
Location: "Stelios Orphanoudakis" Seminar Room, FORTH. Heraklion, Crete
Host: Prof. Antonis Argyros
Realistic modeling of the human body in 3D has many applications ranging from fashion to the production of movies and video games. However, leveraging data coming from state-of-the-art 3D acquisition systems poses a set of problems. A 3D scan of a person contains holes and thousands of unordered points. In addition, a 3D scan is a single snapshot of the human body in time, while the shape of the human body changes with motion, breathing, aging, etc. In this talk, I will present parts of the whole process of modeling the human body in 3D. First, I will describe a method for finding sparse pairwise correspondences between 3D triangular meshes of articulated objects, such as humans, in various shapes and poses. Then, I will present an approach for extracting standard anthropometric measurements from 3D human scans.
Finally, I will talk in more detail about a method for capturing and modeling the non-rigid intrinsic shape variation of the human body during breathing. In this work, we learn a detailed model of body shape deformations due to breathing for different breathing types and provide simple animation controls to render lifelike breathing regardless of body shape. We also develop a novel interface for breathing animation using a spirometer, which measures the breathing volume of a "breath actor". Our approach generates fine-scale body shape deformations due to breathing with greater ease and realism than previously achieved.
Aggeliki Tsoli is a researcher at the Max Planck Institute for Intelligent Systems in Tuebingen, Germany. She received her B.Sc. from the Department of Electrical and Computer Engineering at University of Thessaly in 2005 and an M.Sc. from the Department of Computer Science at Brown University in 2008. In May 2014, she received her Ph.D. from Brown University and the Max Planck Institute for Intelligent Systems. Her research deals mainly with 3D models of humans for computer vision and graphics applications.