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Item State of the Art on 3D Reconstruction with RGB-D Cameras(The Eurographics Association and John Wiley & Sons Ltd., 2018) Zollhöfer, Michael; Stotko, Patrick; Görlitz, Andreas; Theobalt, Christian; NieĂźner, Matthias; Klein, Reinhard; Kolb, Andreas; Hildebrandt, Klaus and Theobalt, ChristianThe advent of affordable consumer grade RGB-D cameras has brought about a profound advancement of visual scene reconstruction methods. Both computer graphics and computer vision researchers spend significant effort to develop entirely new algorithms to capture comprehensive shape models of static and dynamic scenes with RGB-D cameras. This led to significant advances of the state of the art along several dimensions. Some methods achieve very high reconstruction detail, despite limited sensor resolution. Others even achieve real-time performance, yet possibly at lower quality. New concepts were developed to capture scenes at larger spatial and temporal extent. Other recent algorithms flank shape reconstruction with concurrent material and lighting estimation, even in general scenes and unconstrained conditions. In this state-of-the-art report, we analyze these recent developments in RGB-D scene reconstruction in detail and review essential related work. We explain, compare, and critically analyze the common underlying algorithmic concepts that enabled these recent advancements. Furthermore, we show how algorithms are designed to best exploit the benefits of RGB-D data while suppressing their often non-trivial data distortions. In addition, this report identifies and discusses important open research questions and suggests relevant directions for future work.Item Smoothing Noisy Skeleton Data in Real Time(The Eurographics Association, 2018) Hoxey, Thomas; Stephenson, Ian; Jain, Eakta and Kosinka, JirĂThe aim of this project is to be able to visualise live skeleton tracking data in a virtual analogue of a real world environment, to be viewed in VR. Using a single RGBD camera motion tracking method is a cost effective way to get real time 3D skeleton tracking data. Not only this but people being tracked don't need any special markers. This makes it much more practical for use in a non studio or lab environment. However the skeleton it provides is not as accurate as a traditional multiple camera system. With a single fixed view point the body can easily occlude itself, for example by standing side on to the camera. Secondly without marked tracking points there can be inconsistencies with where the joints are identified, leading to inconsistent body proportions. In this paper we outline a method for improving the quality of motion capture data in real time, providing an off the shelf framework for importing the data into a virtual scene. Our method uses a two stage approach to smooth smaller inconsistencies and try to estimate the position of improperly proportioned or occluded joints.Item State of the Art on Monocular 3D Face Reconstruction, Tracking, and Applications(The Eurographics Association and John Wiley & Sons Ltd., 2018) Zollhöfer, Michael; Thies, Justus; Garrido, Pablo; Bradley, Derek; Beeler, Thabo; PĂ©rez, Patrick; Stamminger, Marc; NieĂźner, Matthias; Theobalt, Christian; Hildebrandt, Klaus and Theobalt, ChristianThe computer graphics and vision communities have dedicated long standing efforts in building computerized tools for reconstructing, tracking, and analyzing human faces based on visual input. Over the past years rapid progress has been made, which led to novel and powerful algorithms that obtain impressive results even in the very challenging case of reconstruction from a single RGB or RGB-D camera. The range of applications is vast and steadily growing as these technologies are further improving in speed, accuracy, and ease of use. Motivated by this rapid progress, this state-of-the-art report summarizes recent trends in monocular facial performance capture and discusses its applications, which range from performance-based animation to real-time facial reenactment. We focus our discussion on methods where the central task is to recover and track a three dimensional model of the human face using optimization-based reconstruction algorithms. We provide an in-depth overview of the underlying concepts of real-world image formation, and we discuss common assumptions and simplifications that make these algorithms practical. In addition, we extensively cover the priors that are used to better constrain the under-constrained monocular reconstruction problem, and discuss the optimization techniques that are employed to recover dense, photo-geometric 3D face models from monocular 2D data. Finally, we discuss a variety of use cases for the reviewed algorithms in the context of motion capture, facial animation, as well as image and video editing.Item Kinder-Gator: The UF Kinect Database of Child and Adult Motion(The Eurographics Association, 2018) Aloba, Aishat; Flores, Gianne; Woodward, Julia; Shaw, Alex; Castonguay, Amanda; Cuba, Isabella; Dong, Yuzhu; Jain, Eakta; Anthony, Lisa; Diamanti, Olga and Vaxman, AmirResearch has suggested that children's whole-body motions are different from those of adults. However, research on children's motions, and how these motions differ from those of adults, is limited. One possible reason for this limited research is that there are few motion capture (mocap) datasets for children, with most datasets focusing on adults instead. There are even fewer datasets that have both children's and adults' motions to allow for comparison between them. To address these problems, we present Kinder-Gator, a new dataset of ten children and ten adults performing whole-body motions in front of the Kinect v1.0. The data contains RGB and 3D joint positions for 58 motions, such as wave, walk in place, kick, and point, which have been manually labeled according to the category of the participant (child vs. adult), and the motion being performed. We believe this dataset will be useful in supporting research and applications in animation and whole-body motion recognition and interaction.Item A Probabilistic Motion Planning Algorithm for Realistic Walk Path Simulation(The Eurographics Association, 2018) Agethen, Philipp; Neher, Thomas; Gaisbauer, Felix; Manns, Martin; Rukzio, Enrico; Jain, Eakta and Kosinka, JirĂThis paper presents an approach that combines a hybrid A* path planner with a statistical motion graph to effectively generate a rich repertoire of walking trajectories. The motion graph is generated from a comprehensive database (20 000 steps) of captured human motion and covers a wide range of gait variants. The hybrid A* path planner can be regarded as an orchestrationinstance, stitching together succeeding left and right steps, which were drawn from the statistical motion model. Moreover, the hybrid A* planner ensures a collision-free path between a start and an end point. A preliminary evaluation underlines the evident benefits of the proposed algorithm.