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Animation and Performance Capture Using Digitized Models

Animation and Performance Capture Using Digitized Models
Author: Edilson de Aguiar
Publisher: Springer Science & Business Media
Total Pages: 172
Release: 2009-12-08
Genre: Computers
ISBN: 3642103162

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The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.


Understanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation
Author: Alberto Menache
Publisher: Elsevier
Total Pages: 267
Release: 2011-01-24
Genre: Computers
ISBN: 0123814979

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Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects


A Framework for Natural Animation of Digitized Models

A Framework for Natural Animation of Digitized Models
Author:
Publisher:
Total Pages: 21
Release: 2006
Genre: Computer animation
ISBN:

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Abstract: "We present a novel versatile, fast and simple framework to generate high-quality animations of scanned human characters from input motion data. Our method is purely mesh-based and, in contrast to skeleton-based animation, requires only a minimum of manual interaction. The only manual step that is required to create moving virtual people is the placement of a sparse set of correspondences between triangles of an input mesh and triangles of the mesh to be animated. The proposed algorithm implicitly generates realistic body deformations, and can easily transfer motions between human subjects of completely different shape and proportions. Our approach handles many different types of input data, e.g. other animated meshes and motion capture files, in just the same way. Finally, and most importantly, it creates animations at interactive frame rates. We feature two working prototype systems that demonstrate that our method can generate lifelike character animations from both marker-based and marker-less optical motion capture data."


Understanding Motion Capture for Computer Animation and Video Games

Understanding Motion Capture for Computer Animation and Video Games
Author: Alberto Menache
Publisher: Morgan Kaufmann
Total Pages: 268
Release: 2000
Genre: Computers
ISBN: 9780124906303

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Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.


Computer Animation Complete

Computer Animation Complete
Author: Rick Parent
Publisher: Morgan Kaufmann
Total Pages: 591
Release: 2009-10-13
Genre: Computers
ISBN: 0123785642

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A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. Expert instruction from a variety of pace-setting computer graphics researchers. Provides in-depth coverage of established and emerging animation algorithms. For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.


A Companion to Digital Humanities

A Companion to Digital Humanities
Author: Susan Schreibman
Publisher: John Wiley & Sons
Total Pages: 642
Release: 2008-03-03
Genre: Literary Criticism
ISBN: 1405168064

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This Companion offers a thorough, concise overview of the emerging field of humanities computing. Contains 37 original articles written by leaders in the field. Addresses the central concerns shared by those interested in the subject. Major sections focus on the experience of particular disciplines in applying computational methods to research problems; the basic principles of humanities computing; specific applications and methods; and production, dissemination and archiving. Accompanied by a website featuring supplementary materials, standard readings in the field and essays to be included in future editions of the Companion.


Digital Human Modeling

Digital Human Modeling
Author: Vincent G. Duffy
Publisher: Springer
Total Pages: 546
Release: 2011-06-27
Genre: Computers
ISBN: 3642217990

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This book constitutes the refereed proceedings of the Third International Conference on Digital Human Modeling, ICDHM 2011, held in Orlando, FL, USA in July 2011. The 58 revised papers presented were carefully reviewed and selected from numerous submissions. The papers accepted for presentation thoroughly cover the thematic area of anthropometry applications, posture and motion modeling, digital human modeling and design, cognitive modeling, and driver modeling.


Intelligent Scene Modeling and Human-Computer Interaction

Intelligent Scene Modeling and Human-Computer Interaction
Author: Nadia Magnenat Thalmann
Publisher: Springer Nature
Total Pages: 284
Release: 2021-06-08
Genre: Computers
ISBN: 3030710025

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This edited book is one of the first to describe how Autonomous Virtual Humans and Social Robots can interact with real people and be aware of the surrounding world using machine learning and AI. It includes: · Many algorithms related to the awareness of the surrounding world such as the recognition of objects, the interpretation of various sources of data provided by cameras, microphones, and wearable sensors · Deep Learning Methods to provide solutions to Visual Attention, Quality Perception, and Visual Material Recognition · How Face Recognition and Speech Synthesis will replace the traditional mouse and keyboard interfaces · Semantic modeling and rendering and shows how these domains play an important role in Virtual and Augmented Reality Applications. Intelligent Scene Modeling and Human-Computer Interaction explains how to understand the composition and build very complex scenes and emphasizes the semantic methods needed to have an intelligent interaction with them. It offers readers a unique opportunity to comprehend the rapid changes and continuous development in the fields of Intelligent Scene Modeling.


Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Human Body Modeling and Ergonomics

Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. Human Body Modeling and Ergonomics
Author: Vincent G. Duffy
Publisher: Springer
Total Pages: 431
Release: 2013-06-28
Genre: Computers
ISBN: 3642391826

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This two volume set (LNCS 8025-8026) constitutes the refereed proceedings of the Fourth International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management, formerly International Conference on Digital Human Modeling, DHM 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. This two-volume set contains 91 papers. The papers in this volume focus on the following topics: digital human modeling and ergonomics in working environments; ergonomics of work with computers; anthropometry, posture and motion modeling.


Modelling and Motion Capture Techniques for Virtual Environments

Modelling and Motion Capture Techniques for Virtual Environments
Author: Nadia Magnenat-Thalmann
Publisher: Springer
Total Pages: 282
Release: 2003-05-20
Genre: Computers
ISBN: 3540493840

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The CAPTECH'98 workshop took place at the University of Geneva on November 26–27, 1998, sponsored by FIP Working Group 5.10 (Computer Graphics and Virtual Worlds) and the Suisse Romande regional doctoral seminar in computer science. The subject of the conference was ongoing research in data capture and interpretation. The goals of capturing real world data in order to perceive, understand, and interpret them and then reacting to them in a suitable way are currently important research problems. These data can be very diverse: sounds, emotions, shapes, motions, forces, muscles, actions, etc. Once captured, they have to be treated either to make the invisible visible, or to understand a particular phenomenon so as to formulate an appropriate reaction, or to integrate various information in a new multimedia format. The conference included six sessions of presented papers and three panel discussions. Invited speakers treating various aspects of the topic were: Professor R. Earnshaw from Bradford University, Professor T. L. Kunii from Hosei University, and Professor P. Robert from EPFL. Professor K. Bauknecht, of the University of Zürich, President of IFIP, offered the welcoming address. Mr. E. Badique, project officer for the EU in Brussels, discussed recent results of the EU ACTS research program. Finally, the Geneva Computer Animation '98 Film Festival highlighted the evening of November 26.