Lecture 01.3 – Introduction to Human Models (Overview)
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.
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.
2. Mathematical Foundations
Parametric Body Models
The Skinned Multi-Person Linear (SMPL) model exemplifies modern parametric approaches:
where: - \(\boldsymbol{\theta}\) represents pose parameters (joint angles, typically 72 parameters for 24 joints) - \(\boldsymbol{\beta}\) represents shape parameters (typically 10 principal components) - \(N\) 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 \(\boldsymbol{\beta}\)) 3. Pose blend shapes (dependent on \(\boldsymbol{\theta}\)) 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:
Common implicit representations include: - Signed Distance Functions (SDFs): \(f(\mathbf{x})\) 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 \(j\): \(G_j = G_{\text{parent}(j)} \cdot \text{Trans}(L_{\text{parent}(j)}) \cdot R_j(\theta_j)\)
Inverse Kinematics (IK): Solving for joint angles given desired end-effector positions - Often uses Jacobian \(J(\boldsymbol{\theta}) = \frac{\partial \mathbf{p}}{\partial \boldsymbol{\theta}}\) relating joint angle changes to end-effector position changes
Skinning: Vertex position \(v_i'\) is computed as \(v_i' = \sum_j w_{ij} (\mathbf{T}_j(\theta) \cdot v_i)\) where \(w_{ij}\) 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.
3. Image Formation and Rendering
Projecting 3D humans to 2D images involves several processes:
Camera Models
The pinhole camera model provides the foundation:
where: - \((X, Y, Z)\) are 3D coordinates in camera space - \(f\) is focal length - \((c_x, c_y)\) is the principal point
Camera extrinsic parameters (rotation \(R\), translation \(t\)) transform world coordinates to camera coordinates before projection.
Shading and Visibility
Lambertian shading: Surface brightness proportional to \(I = \rho \, (\mathbf{n} \cdot \mathbf{l})\) where \(\mathbf{n}\) is surface normal and \(\mathbf{l}\) 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.
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.
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
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
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.
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.
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
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.