Date: August 2015.
Source: SIGGRAPH 2015. Journal ACM Transactions on Graphics (TOG), Volume 34 Issue 4, Article No. 120.
SIGGRAPH Presentation:
Abstract: To look human, digital full-body avatars need to have soft-tissue deformations like those of real people. We learn a model of soft-tissue deformations from examples using a high-resolution 4D capture system and a method that accurately registers a template mesh to sequences of 3D scans. Using over 40,000 scans of ten subjects, we learn how soft-tissue motion causes mesh triangles to deform relative to a base 3D body model. Our Dyna model uses a low-dimensional linear subspace to approximate soft-tissue deformation and relates the subspace coefficients to the changing pose of the body. Dyna uses a second-order auto-regressive model that predicts soft-tissue deformations based on previous deformations, the velocity and acceleration of the body, and the angular velocities and accelerations of the limbs. Dyna also models how deformations vary with a person’s body mass index (BMI), producing different deformations for people with different shapes. Dyna realistically represents the dynamics of soft tissue for previously unseen subjects and motions. We provide tools for animators to modify the deformations and apply them to new stylized characters.

Article: Dyna: A Model of Dynamic Human Shape in Motion.
Authors: Gerard Pons-Moll, Javier Romero, Naureen Mahmood, Michael J. Black, Max Planck Institute for Intelligent Systems, Tübingen, Germany.