Rim Rekik

CV
h-index2
3papers
39citations
Novelty37%
AI Score29

3 Papers

7.6CVFeb 1, 2023Code
Correspondence-free online human motion retargeting

Rim Rekik, Mathieu Marsot, Anne-Hélène Olivier et al.

We present a data-driven framework for unsupervised human motion retargeting that animates a target subject with the motion of a source subject. Our method is correspondence-free, requiring neither spatial correspondences between the source and target shapes nor temporal correspondences between different frames of the source motion. This allows to animate a target shape with arbitrary sequences of humans in motion, possibly captured using 4D acquisition platforms or consumer devices. Our method unifies the advantages of two existing lines of work, namely skeletal motion retargeting, which leverages long-term temporal context, and surface-based retargeting, which preserves surface details, by combining a geometry-aware deformation model with a skeleton-aware motion transfer approach. This allows to take into account long-term temporal context while accounting for surface details. During inference, our method runs online, i.e. input can be processed in a serial way, and retargeting is performed in a single forward pass per frame. Experiments show that including long-term temporal context during training improves the method's accuracy for skeletal motion and detail preservation. Furthermore, our method generalizes to unobserved motions and body shapes. We demonstrate that our method achieves state-of-the-art results on two test datasets and that it can be used to animate human models with the output of a multi-view acquisition platform. Code is available at \url{https://gitlab.inria.fr/rrekikdi/human-motion-retargeting2023}.

11.0CVJun 12, 2023
4DHumanOutfit: a multi-subject 4D dataset of human motion sequences in varying outfits exhibiting large displacements

Matthieu Armando, Laurence Boissieux, Edmond Boyer et al.

This work presents 4DHumanOutfit, a new dataset of densely sampled spatio-temporal 4D human motion data of different actors, outfits and motions. The dataset is designed to contain different actors wearing different outfits while performing different motions in each outfit. In this way, the dataset can be seen as a cube of data containing 4D motion sequences along 3 axes with identity, outfit and motion. This rich dataset has numerous potential applications for the processing and creation of digital humans, e.g. augmented reality, avatar creation and virtual try on. 4DHumanOutfit is released for research purposes at https://kinovis.inria.fr/4dhumanoutfit/. In addition to image data and 4D reconstructions, the dataset includes reference solutions for each axis. We present independent baselines along each axis that demonstrate the value of these reference solutions for evaluation tasks.

1.2GRMay 29, 2025
Quality assessment of 3D human animation: Subjective and objective evaluation

Rim Rekik, Stefanie Wuhrer, Ludovic Hoyet et al.

Virtual human animations have a wide range of applications in virtual and augmented reality. While automatic generation methods of animated virtual humans have been developed, assessing their quality remains challenging. Recently, approaches introducing task-oriented evaluation metrics have been proposed, leveraging neural network training. However, quality assessment measures for animated virtual humans that are not generated with parametric body models have yet to be developed. In this context, we introduce a first such quality assessment measure leveraging a novel data-driven framework. First, we generate a dataset of virtual human animations together with their corresponding subjective realism evaluation scores collected with a user study. Second, we use the resulting dataset to learn predicting perceptual evaluation scores. Results indicate that training a linear regressor on our dataset results in a correlation of 90%, which outperforms a state of the art deep learning baseline.