5 research outputs found
Scanning and Animating Characters Dressed in Multiple-layer Garments
Despite the development of user-friendly interfaces for modeling garments and putting them onto characters, preparing a character dressed in multiple layers of garments can be very time-consuming and tedious. In this paper, we propose a novel scanning-based solution for modeling and animating characters wearing multiple layers of clothes. This is achieved by making use of real clothes and human bodies. We first scan the naked body of a subject by an RGBD camera, and a statistical body model is fit to the scanned data. This results in a skinned articulated model of the subject. The subject is then asked to put on one piece of garment after another, and the articulated body model dressed up to the previous step is fit to the newly scanned data. The new garment is segmented in a semi-automatic fashion and added as an additional layer to the multi-layer garment model. During runtime, the skinned character is controlled based on the motion capture data and the multi-layer garment model is controlled by blending the movements computed by physical simulation and linear blend skinning, such that the cloth preserves its shape while it shows realistic physical motion. We present results where the character is wearing multiple layers of garments including a shirt, coat and a skirt. Our framework can be useful for preparing and animating dressed characters for computer games and films
The use of 3D surface scanning for the measurement and assessment of the human foot
<p>Abstract</p> <p>Background</p> <p>A number of surface scanning systems with the ability to quickly and easily obtain 3D digital representations of the foot are now commercially available. This review aims to present a summary of the reported use of these technologies in footwear development, the design of customised orthotics, and investigations for other ergonomic purposes related to the foot.</p> <p>Methods</p> <p>The PubMed and ScienceDirect databases were searched. Reference lists and experts in the field were also consulted to identify additional articles. Studies in English which had 3D surface scanning of the foot as an integral element of their protocol were included in the review.</p> <p>Results</p> <p>Thirty-eight articles meeting the search criteria were included. Advantages and disadvantages of using 3D surface scanning systems are highlighted. A meta-analysis of studies using scanners to investigate the changes in foot dimensions during varying levels of weight bearing was carried out.</p> <p>Conclusions</p> <p>Modern 3D surface scanning systems can obtain accurate and repeatable digital representations of the foot shape and have been successfully used in medical, ergonomic and footwear development applications. The increasing affordability of these systems presents opportunities for researchers investigating the foot and for manufacturers of foot related apparel and devices, particularly those interested in producing items that are customised to the individual. Suggestions are made for future areas of research and for the standardization of the protocols used to produce foot scans.</p
New anti-blur and illumination-robust combined invariant for stereo vision in human belly reconstruction
The User Experience of 3D Scanning Tangible Cultural Heritage Artifacts
Many culture and heritage (C&H) institutions in Malaysia, private and public alike, are aware of the potential benefits to acquire and engage in the three-dimensional (3D) preservation of its tangible cultural assets. Many have heard about 3D scanning but few have had the opportunity to experience it. The acquisition and archival of digitized cultural assets provide unprecedented prospects to use and access cultural material. However, studies on the user experience (UX) for 3D scanning and its documentation activities are still few and far between. A successful 3D scanning of C&H assets is based upon the accomplishment of the entire scanning process. This paper presents the user-centered evaluation of the 3D scanning process involving the user, scanning device, the environment and the artifact. As a result, the study reveals the core UX issues and proposes user-centered recommendations to address them
