Scanning 3D Full Human Bodies using Kinects

Jing Tong1     Jin Zhou2      Ligang Liu1   Zhigeng Pan3    Hao Yan1
1Zhejiang University  2Hangzhou Dianzi University  3Hangzhou Normal University

IEEE Virtual Reality 2012
(to appear in IEEE Transactions on Visualization and Computer Graphics)

 

The setup of our system. Three Kinects are used to capture different parts of a human body at a close distance without interference. The captured data of a single frame from three sensors is also illustrated.

 

Abstract

Depth camera such as Microsoft Kinect, is much cheaper than conventional 3D scanning devices, and thus it can be acquired for everyday users easily. However, the depth data captured by Kinect over a certain distance is of extreme low quality. In this paper, we present a novel scanning system for capturing 3D full human body models by using multiple Kinects. To avoid the interference phenomena, we use two Kinects to capture the upper part and lower part of a human body respectively without overlapping region. A third Kinect is used to capture the middle part of the human body from the opposite direction. We propose a practical approach for registering the various body parts of different views under non-rigid deformation. First, a rough mesh template is constructed and used to deform successive frames pairwisely. Second, global alignment is performed to distribute errors in the deformation space, which can solve the loop closure problem efficiently. Misalignment caused by complex occlusion can also be handled reasonably by our global alignment algorithm. The experimental results have shown the efficiency and applicability of our system. Our system obtains impressive results in a few minutes with low price devices, thus is practically useful for generating personalized avatars for everyday users. Our system has been used for 3D human animation and virtual try on, and can further facilitate a range of home-oriented virtual reality (VR) applications.
 

Keywords 3D Body Scanning, global non-rigid registration, Microsoft Kinect
 
Paper PDF(4.1M) 
 
Results

The reconstructed human body with texture using our method.

Different 3D full human models generated using our system. Note that the geometric details such as faces, dresses and hairstyles are well captured in the 3D models.

Applications

Realistic virtual try on experience based on the reconstructed model. (Upper) the try on results; (Lower) the corresponding meshes.

Personalized avatar generated by our system. The motion of the human body is driven by a given skeleton motion sequence.

 

Video Demo(*.mov)
 
Presentation PPT
 
MS Kinect Workshop Poster at Microsoft Kinect for Windows Workshop 2011

 

Ack

We would like to thank the anonymous reviewers for their constructive comments. We thank Lei Yu, Jing Wu, Jingliang Wu, Xiaoyong Sheng, Xiaoguang Han, and Gang Liu for their help on the experiments. This work was supported jointly by the National Natural Science Foundation of China (61170318, 61070071, 60970076, 61173124), Doctoral Science Foundation of Hohai University (XZX/09B005-05) and Microsoft Research Asia.
 

BibTex @article {Tong:VirtualReality2012,
    title = {Scanning 3D Full Human Bodies using Kinects},
    author = {Jing Tong and Jin Zhou and Ligang Liu and Zhigeng Pan and Hao Yan}
    journal = {IEEE Transactions on Visualization and Computer Graphics (Proceedings of IEEE Virtual Reality)},
    volume = {},
    number =
{},
    pages = {to appear},
    year = {2012}
}

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