Reconstructing 3D Human Avatars from Monocular Images

Creating convincing representations of humans is a fundamental problem in both traditional arts and modern media. In our digital world, virtual avatars allow us to simulate and render the human body for a variety of applications, including movie production, sports, human-computer interaction, and medical sciences. However, capturing digital representations of a person’s shape, appearance, and motion is an expensive and time-consuming process which usually requires a lot of manual adjustments.
With the advances in consumer-grade virtual reality devices, personalized virtual avatars became an essential part of interactive and immersive applications like telepresence and virtual try-on for online fashion shopping, thereby increasing the need for versatile easy-to-use self-digitization.
In this chapter, we discuss a selection of recent acquisition methods for personalized human avatar reconstruction. In contrast to conventional setups, these fully-automatic approaches only use low-cost monocular video cameras to effectively fuse information from multiple points in time and realistically complete reconstructions from sparse observations. We address both straight-forward and sophisticated reconstruction methods focused on accuracy, simplicity, and usability to compare and provide insights into their visual fidelity and robustness.
| Author(s): | Thiemo Alldieck, Moritz Kappel, Susana Castillo, Marcus Magnor |
|---|---|
| Published: | March 2020 |
| Type: | Book chapter |
| Book: | Real VR – Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays (Springer International Publishing, Cham) |
| ISBN: | 978-3-030-41816-8 |
| DOI: | 10.1007/978-3-030-41816-8_8 |
| Project(s): | Real VR - Immersive Digital Reality Comprehensive Human Performance Capture from Monocular Video Footage Immersive Digital Reality |
@incollection{alldieck2020reconstructing,
title = {Reconstructing 3D Human Avatars from Monocular Images},
author = {Alldieck, Thiemo and Kappel, Moritz and Castillo, Susana and Magnor, Marcus},
booktitle = {Real {VR} \textendash Immersive Digital Reality: How to Import the Real World into Head-Mounted Immersive Displays},
isbn = {978-3-030-41816-8},
doi = {10.1007/978-3-030-41816-8\_8},
publisher = {Springer International Publishing, Cham},
editor = {Magnor M., Sorkine-Hornung A.},
volume = {11900},
chapter = {8},
pages = {188--218},
month = {Mar},
year = {2020}
}Authors
Thiemo Alldieck
Fmr. ResearcherMoritz Kappel
Fmr. ResearcherSusana Castillo
Senior ResearcherMarcus Magnor
Director, Chair