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ACM Transactions on Graphics
Article . 2023 . Peer-reviewed
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Article . 2023 . Peer-reviewed
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Article . 2023
License: CC BY
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ACM Transactions on Graphics
Article . 2023 . Peer-reviewed
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SparsePoser: Real-time Full-body Motion Reconstruction from Sparse Data

Authors: Jose Luis Ponton; Haoran Yun; Andreas Aristidou; Carlos Andújar; Nuria Pelechano;

SparsePoser: Real-time Full-body Motion Reconstruction from Sparse Data

Abstract

Accurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the Metaverse and social applications gain popularity, users are seeking cost-effective solutions to create full-body animations that are comparable in quality to those produced by commercial motion capture systems. In order to provide affordable solutions though, it is important to minimize the number of sensors attached to the subject’s body. Unfortunately, reconstructing the full-body pose from sparse data is a heavily under-determined problem. Some studies that use IMU sensors face challenges in reconstructing the pose due to positional drift and ambiguity of the poses. In recent years, some mainstream VR systems have released 6-degree-of-freedom (6-DoF) tracking devices providing positional and rotational information. Nevertheless, most solutions for reconstructing full-body poses rely on traditional inverse kinematics (IK) solutions, which often produce non-continuous and unnatural poses. In this article, we introduce SparsePoser, a novel deep learning-based solution for reconstructing a full-body pose from a reduced set of six tracking devices. Our system incorporates a convolutional-based autoencoder that synthesizes high-quality continuous human poses by learning the human motion manifold from motion capture data. Then, we employ a learned IK component, made of multiple lightweight feed-forward neural networks, to adjust the hands and feet toward the corresponding trackers. We extensively evaluate our method on publicly available motion capture datasets and with real-time live demos. We show that our method outperforms state-of-the-art techniques using IMU sensors or 6-DoF tracking devices, and can be used for users with different body dimensions and proportions.

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Spain
Keywords

VR, FOS: Computer and information sciences, Kinematics, Computer Science - Artificial Intelligence, Avatars (Virtual reality), Deep learning, Cinemàtica, Àrees temàtiques de la UPC::Informàtica::Infografia, Graphics (cs.GR), 004, Computer Science - Graphics, Artificial Intelligence (cs.AI), Inverse kinematics, Motion capture, Avatars (Realitat virtual), Aprenentatge profund

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
views
OpenAIRE UsageCountsViews provided by UsageCounts
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32
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