Overview of software and file exchange formats in 3D and 4D body shape scanning

S. Scataglini, S. Truijen
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引用次数: 1

Abstract

3D body scanning is well known in various application areas such as medicine, automotive, sports, clothing, product design and gaming. These models have some limitations in that they are unable to capture dynamic poses that can provide more information about real-time tasks and interactions with a real-life object, machine or environment. As a result, in the literature, to provide a more realistic movement of static shape models, researchers provided an idea of attribute kinematic capturing or "skeletal animation" as Biovision Hierarchy (BVH) file using a wearable inertial mocap system applied to a 3D statistical shape model, obtaining a "moving statistical shape" using exchange format in open source software like Blender. But in this case, the attribution was not a perfect attribution of the real-time capturing of a dynamic 3D body shape in real-time Nowadays, 4D body scanning can perform 4D measurements in real-time of dynamic body shape without using any wearable inertial mocap system that can occlude the scanning surface and represent a comfortable solution without influencing the performance of the user. In addition, 3D and 4D can be used in open and closed source software using specific file exchange formats for modeling and animation or interaction and integration with other devices, e.g., synchronization with pressure mat and force platform. In particular, open-source software represents a more intuitive, fast and inexpensive platform for performing animation, modeling, and file exchange formats in a multidisciplinary approach. Based on the previous assumptions, in this study, we will provide an overview of open and closed source software along with file exchange formats in 3D and 4D body scanning, looking at the advantages and disadvantages of their use in different fields of applications. Future research will focus on studying the interoperability of data interchange formats utilizing 4D scanning technology, with an emphasis on developing and validating a methodology using a universal skeleton capable of representing and rigging a real population capture.
三维和四维体型扫描的软件和文件交换格式概述
3D人体扫描在医学、汽车、运动、服装、产品设计和游戏等各个应用领域都是众所周知的。这些模型有一些局限性,因为它们无法捕捉动态姿势,而动态姿势可以提供更多关于实时任务的信息,以及与现实生活中的物体、机器或环境的交互。因此,在文献中,为了提供更逼真的静态形状模型的运动,研究者提出了一种将可穿戴惯性运动捕捉系统应用于三维统计形状模型的生物视觉层次(Biovision Hierarchy, BVH)文件的属性运动学捕获或“骨骼动画”的想法,在Blender等开源软件中使用交换格式获得“移动的统计形状”。但在这种情况下,这种归属并不是实时捕捉动态三维体型的完美归属。如今,4D身体扫描可以在不使用任何遮挡扫描表面的可穿戴惯性动作捕捉系统的情况下,对动态体型进行实时4D测量,这是一种不影响用户性能的舒适解决方案。此外,3D和4D可以在开源和闭源软件中使用特定的文件交换格式进行建模和动画,或者与其他设备进行交互和集成,例如与压力垫和力平台同步。特别是,开源软件代表了一个更直观、快速和廉价的平台,用于在多学科方法中执行动画、建模和文件交换格式。基于上述假设,在本研究中,我们将概述3D和4D身体扫描中的开源和闭源软件以及文件交换格式,并研究它们在不同应用领域中的优缺点。未来的研究将侧重于研究利用4D扫描技术的数据交换格式的互操作性,重点是开发和验证使用能够表示和操纵真实人口捕获的通用骨架的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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