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Main Authors: Keller, Marilyn, Werling, Keenon, Shin, Soyong, Delp, Scott, Pujades, Sergi, Liu, C. Karen, Black, Michael J.
Format: Preprint
Published: 2025
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Online Access:https://arxiv.org/abs/2509.06607
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author Keller, Marilyn
Werling, Keenon
Shin, Soyong
Delp, Scott
Pujades, Sergi
Liu, C. Karen
Black, Michael J.
author_facet Keller, Marilyn
Werling, Keenon
Shin, Soyong
Delp, Scott
Pujades, Sergi
Liu, C. Karen
Black, Michael J.
contents Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..
format Preprint
id arxiv_https___arxiv_org_abs_2509_06607
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans
Keller, Marilyn
Werling, Keenon
Shin, Soyong
Delp, Scott
Pujades, Sergi
Liu, C. Karen
Black, Michael J.
Graphics
Computer Vision and Pattern Recognition
Great progress has been made in estimating 3D human pose and shape from images and video by training neural networks to directly regress the parameters of parametric human models like SMPL. However, existing body models have simplified kinematic structures that do not correspond to the true joint locations and articulations in the human skeletal system, limiting their potential use in biomechanics. On the other hand, methods for estimating biomechanically accurate skeletal motion typically rely on complex motion capture systems and expensive optimization methods. What is needed is a parametric 3D human model with a biomechanically accurate skeletal structure that can be easily posed. To that end, we develop SKEL, which re-rigs the SMPL body model with a biomechanics skeleton. To enable this, we need training data of skeletons inside SMPL meshes in diverse poses. We build such a dataset by optimizing biomechanically accurate skeletons inside SMPL meshes from AMASS sequences. We then learn a regressor from SMPL mesh vertices to the optimized joint locations and bone rotations. Finally, we re-parametrize the SMPL mesh with the new kinematic parameters. The resulting SKEL model is animatable like SMPL but with fewer, and biomechanically-realistic, degrees of freedom. We show that SKEL has more biomechanically accurate joint locations than SMPL, and the bones fit inside the body surface better than previous methods. By fitting SKEL to SMPL meshes we are able to "upgrade" existing human pose and shape datasets to include biomechanical parameters. SKEL provides a new tool to enable biomechanics in the wild, while also providing vision and graphics researchers with a better constrained and more realistic model of human articulation. The model, code, and data are available for research at https://skel.is.tue.mpg.de..
title From Skin to Skeleton: Towards Biomechanically Accurate 3D Digital Humans
topic Graphics
Computer Vision and Pattern Recognition
url https://arxiv.org/abs/2509.06607