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3D Deep Learning with Python

You're reading from   3D Deep Learning with Python Design and develop your computer vision model with 3D data using PyTorch3D and more

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Product type Paperback
Published in Oct 2022
Publisher Packt
ISBN-13 9781803247823
Length 236 pages
Edition 1st Edition
Languages
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Authors (4):
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Xudong Ma Xudong Ma
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Xudong Ma
Vishakh Hegde Vishakh Hegde
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Vishakh Hegde
Lilit Yolyan Lilit Yolyan
Author Profile Icon Lilit Yolyan
Lilit Yolyan
David Farrugia David Farrugia
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David Farrugia
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Toc

Table of Contents (16) Chapters Close

Preface 1. PART 1: 3D Data Processing Basics
2. Chapter 1: Introducing 3D Data Processing FREE CHAPTER 3. Chapter 2: Introducing 3D Computer Vision and Geometry 4. PART 2: 3D Deep Learning Using PyTorch3D
5. Chapter 3: Fitting Deformable Mesh Models to Raw Point Clouds 6. Chapter 4: Learning Object Pose Detection and Tracking by Differentiable Rendering 7. Chapter 5: Understanding Differentiable Volumetric Rendering 8. Chapter 6: Exploring Neural Radiance Fields (NeRF) 9. PART 3: State-of-the-art 3D Deep Learning Using PyTorch3D
10. Chapter 7: Exploring Controllable Neural Feature Fields 11. Chapter 8: Modeling the Human Body in 3D 12. Chapter 9: Performing End-to-End View Synthesis with SynSin 13. Chapter 10: Mesh R-CNN 14. Index 15. Other Books You May Enjoy

Understanding the Linear Blend Skinning technique

Once we have a good representation of the 3D human body, we want to model how it looks in different poses. This is particularly important for character animation. The idea is that skinning involves enveloping an underlying skeleton with a skin (a surface) that conveys the appearance of the object being animated. This is a term used in the animation industry. Typically, this representation takes the form of vertices, which are then used to define connected polygons to form the surface.

The Linear Blend Skinning model is used to take a skin in the resting pose and transform it into a skin in any arbitrary pose using a simple linear model. This is so efficient to render that many game engines support this technique, and it is also used to render game characters in real time.

Figure 8.2 – Initial blend shape (left) and deformed mesh generated with blend skinning (right)

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