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Animation And Performance Capture Using Digitized Models


Animation And Performance Capture Using Digitized Models
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Animation And Performance Capture Using Digitized Models


Animation And Performance Capture Using Digitized Models
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Author : Edilson de Aguiar
language : en
Publisher: Springer Science & Business Media
Release Date : 2009-12-08

Animation And Performance Capture Using Digitized Models written by Edilson de Aguiar and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-12-08 with Computers categories.


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.



A Framework For Natural Animation Of Digitized Models


A Framework For Natural Animation Of Digitized Models
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Author :
language : en
Publisher:
Release Date : 2006

A Framework For Natural Animation Of Digitized Models written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006 with Computer animation categories.


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."



Computer Animation Complete


Computer Animation Complete
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Author : Rick Parent
language : en
Publisher: Morgan Kaufmann
Release Date : 2009-10-13

Computer Animation Complete written by Rick Parent and has been published by Morgan Kaufmann this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-10-13 with Computers categories.


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.



Performance Capture


Performance Capture
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Author : Philip Organ
language : en
Publisher: Bloomsbury Academic
Release Date : 2019-07-11

Performance Capture written by Philip Organ and has been published by Bloomsbury Academic this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-07-11 with Computers categories.


This volume explores the practicalities of how motion capture technology can be used creatively, beyond mere replication of live action. By focusing on what digital visual effects can learn from more established art forms like acting, keyframe animating and stagecraft, this book pushes the boundaries of what can be achieved with the hardware and software, to push the levels of performance, drama and audience engagement. This is an essential text for students who want to forge better appreciations of the mechanics and physicality of how we move and how we then re-interpret this knowledge via practical artistic forms of virtual expression and digital animation. We know that more control, more understanding of style and performance and storytelling is needed to master the visual technology, to capture and conjure designs, models and scenes. This book enables readers to construct better convincing movements, character animation and scenarios with 3D motion capture. A digital alchemist's path that leads, ultimately, from base models to captured moments of gold.



Modelling And Motion Capture Techniques For Virtual Environments


Modelling And Motion Capture Techniques For Virtual Environments
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Author : Nadia Magnenat-Thalmann
language : en
Publisher: Springer
Release Date : 2003-05-20

Modelling And Motion Capture Techniques For Virtual Environments written by Nadia Magnenat-Thalmann and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003-05-20 with Computers categories.


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.



Digital Representations Of The Real World


Digital Representations Of The Real World
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Author : Marcus A. Magnor
language : en
Publisher: CRC Press
Release Date : 2015-05-07

Digital Representations Of The Real World written by Marcus A. Magnor and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2015-05-07 with Computers categories.


Create Genuine Visual Realism in Computer Graphics Digital Representations of the Real World: How to Capture, Model, and Render Visual Reality explains how to portray visual worlds with a high degree of realism using the latest video acquisition technology, computer graphics methods, and computer vision algorithms. It explores the integration of ne



3 D Human Modeling And Animation


3 D Human Modeling And Animation
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Author :
language : en
Publisher: John Wiley & Sons
Release Date : 2003

3 D Human Modeling And Animation written by and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2003 with Architecture categories.


CD-ROM contains 2-D and 3-D templates in a number of different file formats for modelling humans.



Understanding Motion Capture For Computer Animation And Video Games


Understanding Motion Capture For Computer Animation And Video Games
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Author : Alberto Menache
language : en
Publisher: Morgan Kaufmann
Release Date : 2000

Understanding Motion Capture For Computer Animation And Video Games written by Alberto Menache and has been published by Morgan Kaufmann this book supported file pdf, txt, epub, kindle and other format this book has been release on 2000 with Computers categories.


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.



Digital Animation


Digital Animation
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Author : Andrew Chong
language : en
Publisher: Bloomsbury Publishing
Release Date : 2019-01-10

Digital Animation written by Andrew Chong and has been published by Bloomsbury Publishing this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-01-10 with Performing Arts categories.


Basics Animation 02: Digital Animation takes a comprehensive look at the history of the medium, its growth and development over the last 50 years. This book features exciting contributions from innovators and pioneers in the medium as well as present day practitioners in the cinema, game, and television industries.



A Companion To Digital Humanities


A Companion To Digital Humanities
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Author : Susan Schreibman
language : en
Publisher: John Wiley & Sons
Release Date : 2008-03-03

A Companion To Digital Humanities written by Susan Schreibman and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-03-03 with Literary Criticism categories.


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.