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首页> 外文期刊>Procedia Computer Science >Transforming 2D Human Data into 3D Model for Augmented Reality Applications
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Transforming 2D Human Data into 3D Model for Augmented Reality Applications

机译:将2D人类数据转换为3D模型以实现增强现实应用

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Microsoft's Kinect has been used in many augmented reality applications and most of them for interactive purpose. But since the Kinect is a device with depth sensing technology, it has been used for capturing the figure both 2D and 3D as well. In this research, we would like to create a 3D model or avatar which has the shape just like the actual human. Dealing with 3D avatar requires less computer resource than actual 3D model getting from 3D scanner. The purpose of this work is to transform the 2D measured shape of the human body into the standard 3D avatar. The new Kinect2 for windows with Depth Frame and Skeleton Frame function was used for body measurement. Using T-pose and A-pose position, measurement of the width of parts of the body at each joint (Kinect joint: i.e. Shoulder Center Joint, Spine Joint, Hip Center Joint, Hip Left Joint, Knee Left Joint, Ankle Left Joint, Foot left Joint and etc.) can be done easily. Since both sides of the body were measured (T-pose and A-pose), the circumference at each node can be calculated. In order to transform these data into 3D Model that representing human body, a standard model of 3D avatar was created. The size of the human part (measured at the node) was compared with the standard 3D model. If the measured size is larger than the standard one, then we had to scale the size of the standard model up but if the measured size is smaller, then we have to scale down. To make a perfect 3D model, technique called “Soft Selection” was used. Soft Selection is the technique for gradually scaling each node smoothly to match the second node. If we scale without using this technique, then there will be a bump occurred from one node to other. The 3D avatar model created this way will have the same shape as the human body it represented and can be used in many applications such as virtual fitting room, augmented reality games and etc.
机译:Microsoft的Kinect已用于许多增强现实应用程序中,其中大多数用于交互目的。但是由于Kinect是具有深度感测技术的设备,因此它也已用于同时捕获2D和3D图形。在这项研究中,我们想创建一个形状与实际人形相似的3D模型或化身。处理3D化身所需的计算机资源比从3D扫描仪获取的实际3D模型要少。这项工作的目的是将人体的2D测量形状转换为标准3D化身。带有深度框架和骨架框架功能的Windows新Kinect2用于人体测量。使用T型姿势和A型姿势的位置,测量每个关节处的身体部位的宽度(Kinect关节:即,肩膀中心关节,脊柱关节,髋关节中心关节,髋关节左关节,左膝关节,左踝关节,左脚关节等可以轻松完成。由于测量了身体的两侧(T姿势和A姿势),因此可以计算每个节点的周长。为了将这些数据转换成代表人体的3D模型,创建了3D化身的标准模型。将人体部位的大小(在节点处测量)与标准3D模型进行了比较。如果测量的尺寸大于标准尺寸,则我们必须按比例放大标准模型的尺寸,但是如果测量的尺寸较小,则必须按比例缩小尺寸。为了制作完美的3D模型,使用了称为“软选择”的技术。软选择是一种用于逐渐平滑缩放每个节点以匹配第二个节点的技术。如果我们在不使用此技术的情况下进行扩展,则从一个节点到另一个节点会发生碰撞。以这种方式创建的3D化身模型将具有与它所代表的人体相同的形状,并可以在许多应用中使用,例如虚拟试衣间,增强现实游戏等。

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