From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans

Marilyn Keller, Keenon Werling, Soyong Shin, Scott L. Delp, S. Pujades, C. K. Liu, Michael J. Black
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Abstract

Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de.
从皮肤到骨骼:实现生物力学上精确的 3D 数字化人体
通过训练神经网络直接回归参数化人体模型(如SMPL)的参数,在从图像和视频中估计三维人体姿态和形状方面取得了很大进展。然而,现有的人体模型简化了运动学结构,不符合人体骨骼系统中真实的关节位置和关节,限制了它们在生物力学中的潜在应用。另一方面,估计生物力学精确的骨骼运动的方法通常依赖于复杂的运动捕捉系统和昂贵的优化方法。所需要的是一个参数化的3D人体模型,具有生物力学上准确的骨骼结构,可以很容易地构成。为此,我们开发了SKEL,它用生物力学骨骼重新装配了SMPL身体模型。为了实现这一点,我们需要在不同姿势的SMPL网格内的骨骼训练数据。我们通过从AMASS序列中优化SMPL网格内的生物力学精确骨架来构建这样的数据集。然后,我们学习从SMPL网格顶点到优化关节位置和骨旋转的回归器。最后,用新的运动学参数对SMPL网格进行重新参数化。最终的SKEL模型可以像SMPL一样动画化,但是自由度更少,而且生物力学更逼真。我们发现,与SMPL相比,SKEL具有更精确的生物力学关节位置,并且骨骼比以前的方法更适合体表。通过将skl拟合到SMPL网格,我们能够“升级”现有的人体姿势和形状数据集,以包括生物力学参数。SKEL提供了一种新的工具来实现野外的生物力学,同时也为视觉和图形研究人员提供了一个更好的约束和更现实的人类关节模型。模型、代码和数据可在https://skel.is.tue.mpg.de上进行研究。
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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