.. _lecture_01_3_intro_human_models_overview:
Lecture 01.3 – Introduction to Human Models (Overview)
======================================================
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`Lecture Slides: Introduction to Human Models `_
This lecture presents a comprehensive overview of human body modeling, from historical roots to
state-of-the-art techniques. We explore how knowledge from anatomy, computer vision, computer graphics,
and biomechanics converges to create digital representations of human shape, motion, and behavior.
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1. Historical Context
-------------------------------------------------------------
Human body modeling has evolved through centuries of scientific investigation:
Early Scientific Studies
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Weber Brothers (1836)**: Conducted one of the first quantitative gait analyses, measuring
timing and distances in human walking.
- **Marey and Muybridge (1870s-1880s)**: Pioneered sequential photography (chronophotography)
to capture and analyze human motion.
- **Braune and Fischer (1890s)**: Applied Newtonian mechanics to study body-segment motion,
calculating joint forces and energy expenditure during locomotion.
Mid-20th Century to Digital Era
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Biomechanical Research**: Rehabilitation needs for World War II veterans spurred comprehensive
gait studies at the University of California in the 1950s.
- **Computer Graphics (1970s-1980s)**:
- Phong's illumination model (1975) improved rendering of 3D surfaces
- Fred Parke (1972) created the first 3D facial models
- **Motion Capture Development**:
- Tom Calvert's goniometer suit (1983) for medical motion capture
- Marker-based optical systems emerged in the late 1980s
- Vicon systems with reflective markers became standard in the 1990s
21st Century Advances
^^^^^^^^^^^^^^^^^^^^^^^^^
- **Markerless Motion Capture**:
- Hogg's work (1983) demonstrated tracking walking figures from video
- Multi-camera systems in the 2000s enabled visual hull reconstruction
- Depth sensors (Microsoft Kinect, 2010) accelerated markerless capture
- **Deep Learning Revolution**:
- Convolutional networks for 2D and 3D pose estimation (OpenPose, DeepPose)
- Parametric body models like SMPL enabled single-image 3D reconstruction
- **Behavior Synthesis**:
- From keyframe animation and physical simulations (1980s-1990s)
- To motion graphs for recombining captured clips (2000s)
- Modern deep learning approaches for generating realistic movements
Today's human body models combine anatomical insight, physics, and data-driven learning
to achieve unprecedented realism and functionality.
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2. Mathematical Foundations
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Parametric Body Models
^^^^^^^^^^^^^^^^^^^^^^^^^^
The Skinned Multi-Person Linear (SMPL) model exemplifies modern parametric approaches:
.. math::
M(\boldsymbol{\theta}, \boldsymbol{\beta}) : \mathbb{R}^{|\theta| + |\beta|} \rightarrow \mathbb{R}^{3N}
where:
- :math:`\boldsymbol{\theta}` represents pose parameters (joint angles, typically 72 parameters for 24 joints)
- :math:`\boldsymbol{\beta}` represents shape parameters (typically 10 principal components)
- :math:`N` is the number of mesh vertices (6890 in SMPL)
SMPL can be factored into:
1. **Base mesh** (mean shape)
2. **Shape blend shapes** (scaled by :math:`\boldsymbol{\beta}`)
3. **Pose blend shapes** (dependent on :math:`\boldsymbol{\theta}`)
4. **Skeleton-driven deformation** via linear blend skinning
This creates a differentiable, low-dimensional representation that can be efficiently optimized.
Implicit Surface Representations
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Alternative to meshes, implicit functions define the body as a level set:
.. math::
\text{Surface} = \{\mathbf{x} \in \mathbb{R}^3 : f(\mathbf{x}) = 0\}
Common implicit representations include:
- **Signed Distance Functions (SDFs)**: :math:`f(\mathbf{x})` gives distance to surface (positive outside, negative inside)
- **Occupancy Functions**: Binary inside/outside classification
Neural networks can approximate these functions:
- **DeepSDF**: MLPs outputting distance values for query points
- **Neural Articulated Shape Approximation (NASA)**: Implicit functions conditioned on pose
Kinematic Modeling
^^^^^^^^^^^^^^^^^^^^^^
Human movement is modeled as an articulated figure:
- **Forward Kinematics (FK)**: Computing limb positions from joint angles
- Global transform of joint :math:`j`: :math:`G_j = G_{\text{parent}(j)} \cdot \text{Trans}(L_{\text{parent}(j)}) \cdot R_j(\theta_j)`
- **Inverse Kinematics (IK)**: Solving for joint angles given desired end-effector positions
- Often uses Jacobian :math:`J(\boldsymbol{\theta}) = \frac{\partial \mathbf{p}}{\partial \boldsymbol{\theta}}` relating joint angle changes to end-effector position changes
- **Skinning**: Vertex position :math:`v_i'` is computed as
:math:`v_i' = \sum_j w_{ij} (\mathbf{T}_j(\theta) \cdot v_i)` where :math:`w_{ij}` are skinning weights
For pose and shape estimation, optimization seeks parameters that minimize the distance between
model and observations, often using iterative methods or learning-based approaches.
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3. Image Formation and Rendering
-------------------------------------------------------------
Projecting 3D humans to 2D images involves several processes:
Camera Models
^^^^^^^^^^^^^^^^^
The pinhole camera model provides the foundation:
.. math::
(u, v) = \left(f \frac{X}{Z} + c_x, f \frac{Y}{Z} + c_y\right)
where:
- :math:`(X, Y, Z)` are 3D coordinates in camera space
- :math:`f` is focal length
- :math:`(c_x, c_y)` is the principal point
Camera extrinsic parameters (rotation :math:`R`, translation :math:`t`) transform
world coordinates to camera coordinates before projection.
Shading and Visibility
^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Lambertian shading**: Surface brightness proportional to :math:`I = \rho \, (\mathbf{n} \cdot \mathbf{l})`
where :math:`\mathbf{n}` is surface normal and :math:`\mathbf{l}` is light direction
- **Phong model**: Adds specular highlights for more realistic rendering
- **Z-buffer**: Resolves visibility by keeping only the nearest surface at each pixel
- **Silhouettes**: In multi-view setups, combining silhouettes creates visual hulls approximating
the 3D volume of a person
Differentiable Rendering
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Recent advances make the rendering process differentiable, enabling gradient-based optimization:
- **Softened rasterization**: Allows gradients to flow even through discrete operations
- **End-to-end optimization**: Neural networks can be trained to predict body parameters by
comparing rendered projections with input images
- **Self-supervised learning**: Using image synthesis error as a loss when 3D ground truth is unavailable
This capability allows fitting 3D human models to 2D observations by iteratively refining the model
to align with the input image.
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4. Surface Representation Methods
-------------------------------------------------------------
Two dominant approaches represent human body geometry:
Explicit Mesh Models
^^^^^^^^^^^^^^^^^^^^^^^^
- **Fixed topology**: Surface represented by vertices connected in a consistent mesh structure
(e.g., SMPL with 6890 vertices and ~13,776 triangular faces)
- **Blendshapes**: Shape variations expressed as vertex displacements from a template mesh
- SMPL uses linear combinations of learned shape basis vectors
- **Advantages**:
- Efficient rendering on graphics hardware
- Direct semantic correspondence across shapes
- Simple animation via skinning
- Easy texture mapping and collision detection
- **Limitations**:
- Cannot handle topology changes
- Fixed resolution (more details require more vertices)
Implicit Function Models
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Continuous field**: Body defined as level set of a function in 3D space
- Neural networks can approximate these fields (e.g., DeepSDF, NASA)
- **Advantages**:
- Topological flexibility (can represent open jackets, loose clothing)
- Arbitrary resolution (can be sampled at any density)
- Natural handling of complex geometry
- Continuous surfaces and gradients
- **Limitations**:
- Computationally expensive to render
- Harder to animate in real-time
- Less direct control for artists
Hybrid approaches combine explicit models for coarse structure with implicit functions
for high-resolution details.
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5. Motion Capture and Behavior Synthesis
-------------------------------------------------------------
Capturing Human Motion
^^^^^^^^^^^^^^^^^^^^^^^^^^
**Marker-Based Systems**:
- **Optical motion capture**: Reflective markers tracked by infrared cameras
- **Inertial systems**: IMUs measuring orientation and acceleration on each limb
- **Advantages**: High accuracy, temporal resolution
- **Limitations**: Requires specialized equipment, markers can interfere with natural movement
**Markerless Approaches**:
- **Multi-camera systems**: Reconstruct visual hulls from silhouettes
- **Deep learning**: Models like OpenPose detect 2D keypoints from regular video
- **Model-fitting**: SMPLify optimizes 3D body model to match 2D detections
- **End-to-end networks**: HMR, VIBE directly regress SMPL parameters from images/video
**Sparse Sensing**:
- Recent work shows as few as 5 IMUs can reconstruct full body pose
- Learning fills gaps in sparse observations using motion priors
Behavior Synthesis
^^^^^^^^^^^^^^^^^^^^^^
**Motion Graphs and Clip-Based Methods**:
- Stitch existing motion clips at compatible transitions
- Introduced by Kovar et al. (2002)
- Good for interactive control with available motion data
**Physics-Based Simulation**:
- Model body as articulated rigid bodies with physics
- Apply joint torques to generate movement
- Examples include Hodgins et al. (1995) simulating athletic movements
**Deep Learning Approaches**:
- **Generative models**: VAEs, GANs, diffusion models learn motion distributions
- Can be conditioned on music, action labels, or other high-level inputs
- Example: DeepMimic (Peng et al. 2018) uses reinforcement learning to imitate mocap clips
**Hybrid Methods**:
- Combine data-driven motion with physics constraints
- Xie et al. (2021) incorporate physics into training from video data
- Ensure plausible dynamics while leveraging large datasets
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6. Clothing Modeling
-------------------------------------------------------------
Realistic virtual humans require clothing that moves naturally:
Physically-Based Simulation
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Mass-spring systems**: Cloth as mesh with physical forces
- **Finite element methods**: More accurate but computationally expensive
- **Baraff & Witkin (1998)**: Pioneered efficient implicit integration for cloth
.. math::
E = \text{Elastic forces} + \text{Gravity} + \text{Collision response}
- **Advantages**: Realistic dynamics for any movement
- **Limitations**: Computationally intensive, requires accurate material parameters
Data-Driven Approaches
^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Garment shape spaces**: Learn how clothing deforms with different poses
- **TailorNet**: Neural network predicting clothing deformation from body pose and shape
- **Displacement models**: Map offsets from body surface to clothing
- **Advantages**: Fast runtime performance after training
- **Limitations**: Limited to training distribution of poses/shapes
Implicit Clothing Models
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Neural implicit functions**: Represent clothing as level sets
- **BCNet**: Two-layer model with body and cloth as separate implicit surfaces
- **Advantages**: Handle topology changes (open jackets, loose garments)
- **Limitations**: More complex to train and render
Layered approaches combine body models with separate clothing models, enabling
transfer between different bodies while maintaining natural movement.
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7. Human-Object Interaction
-------------------------------------------------------------
Modeling interactions between humans and their environment:
Physics-Based Methods
^^^^^^^^^^^^^^^^^^^^^^^^^
- **Contact constraints**: Ensure no penetration, appropriate reaction forces
- **Motion planning**: Find trajectories that accomplish tasks while obeying physics
- **Contact-Invariant Optimization**: Mordatch et al. (2012) optimized motion with contact variables
- **Applications**: Sitting, climbing, manipulating objects with proper physics
Learning-Based Approaches
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Affordances**: Learn which objects allow which actions (chairs afford sitting)
- **PROX**: Hassan et al. (2019) captured realistic human-scene interactions
- **Pose prediction**: Generate appropriate human poses near specific objects
- **Applications**: Scene population, interaction prediction, ergonomic assessment
Hybrid Systems
^^^^^^^^^^^^^^^^^^
- **Reinforce learning for tasks**: Learn to sit (ICLR 2020) used neural policies for chair interactions
- **COUCH (2021)**: Combined data-driven pose synthesis with controllable contact points
- **Applications**: Interactive virtual humans that respond naturally to environments
Human-object interaction modeling is crucial for virtual reality, robotics, and
digital human simulations that involve realistic environmental interaction.
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8. Applications
-------------------------------------------------------------
Virtual human models power applications across numerous domains:
Entertainment and Media
^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Film and Animation**: Digital characters and crowds in movies
- **Video Games**: Real-time character control and procedural animation
- **Virtual Reality**: Avatars representing users in immersive environments
Healthcare and Biomechanics
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Gait Analysis**: Quantify walking patterns for diagnosis and treatment
- **Rehabilitation**: Track and assess patient movements during therapy
- **Surgical Planning**: Patient-specific anatomical models
- **Sports Performance**: Technique analysis and injury prevention
Engineering and Design
^^^^^^^^^^^^^^^^^^^^^^^^^
- **Ergonomics**: Design workspaces and products for human comfort
- **Robotics**: Human-robot interaction and collaborative environments
- **Autonomous Systems**: Pedestrian tracking and behavior prediction
Human-Computer Interaction
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Gesture Recognition**: Body-based input for interfaces
- **Virtual Try-On**: Visualize clothing on personalized avatars
- **Accessibility**: Design interfaces for diverse body types and abilities
Scientific Research
^^^^^^^^^^^^^^^^^^^^^^
- **Psychology**: Study body language and non-verbal communication
- **Anthropology**: Analyze human movement across cultures
- **Forensics**: Reconstruct accidents or crime scenes
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9. Challenges and Future Directions
-------------------------------------------------------------
Despite significant progress, several challenges remain:
Scalability and Generalization
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Population Diversity**: Current models often lack coverage of children, elderly, or unusual body types
- **Motion Diversity**: Rare or extreme actions may fall outside training distributions
- **Computational Efficiency**: High-fidelity models require significant resources
Higher-Fidelity Dynamics
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Soft Tissue**: Modeling fat and muscle jiggling during movement
- **Fine Details**: Realistic facial expressions and hand articulation
- **Secondary Motion**: Cloth, hair, and accessories with physical accuracy
Data and Labeling Constraints
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Ground Truth**: Difficult to obtain accurate 3D pose for in-the-wild data
- **Contact Information**: Precisely capturing where and how bodies interact with objects
- **Privacy Concerns**: Ethical use of motion data that may be identifying
Physics and Learning Integration
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Physical Plausibility**: Learned models can produce physically impossible results
- **Differentiable Physics**: Backpropagating through simulations for training
- **Simulation-to-Real Gap**: Ensuring models transfer from simulation to real data
Semantic and Cognitive Aspects
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Action Planning**: High-level decision making for autonomous virtual humans
- **Social Behavior**: Modeling gestures, personal space, and interaction norms
- **Context Awareness**: Understanding environmental constraints and affordances
Realism vs. Controllability
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- **Multi-Level Control**: Balancing high-level commands with low-level physics
- **Real-Time Performance**: Maintaining realism under interactive constraints
- **Artist Tools**: Providing intuitive interfaces for animation and control
The future likely holds unified models combining shape, motion, clothing, and intention
in a single framework, enabling applications from immersive telepresence to autonomous
digital humans that interact naturally with users.