Edilson de Aguiar's Animation and Performance Capture Using Digitized Models PDF

By Edilson de Aguiar

ISBN-10: 3642103154

ISBN-13: 9783642103155

The practical iteration of digital doubles of real-world actors has been the point of interest of special effects examine for a few years. even if, a few difficulties nonetheless stay unsolved: it truly is nonetheless time-consuming to generate personality animations utilizing the conventional skeleton-based pipeline, passive functionality seize of human actors donning arbitrary daily clothing remains to be not easy, and formerly, there's just a restricted volume of ideas for processing and enhancing mesh animations, unlike the massive quantity of skeleton-based recommendations. during this paintings, we advise algorithmic ideas to every of those difficulties. First, effective mesh-based possible choices to simplify the general personality animation method are proposed. even though leaving behind the concept that of a kinematic skeleton, either suggestions will be without delay built-in within the conventional pipeline, producing animations with life like physique deformations. Thereafter, 3 passive functionality seize tools are awarded which hire a deformable version as underlying scene illustration. The strategies may be able to together reconstruct spatio-temporally coherent time-varying geometry, movement, and textural floor visual appeal of topics donning unfastened and daily clothing. in addition, the bought top quality reconstructions permit us to render lifelike 3D video clips. on the finish, novel algorithms for processing mesh animations are defined. the 1st one permits the fully-automatic conversion of a mesh animation right into a skeletonbased animation and the second immediately converts a mesh animation into an animation university, a brand new creative type for rendering animations. The equipment defined during this booklet should be considered as recommendations to precise difficulties or very important construction blocks for a bigger program. As a complete, they shape a strong method to effectively trap, control and realistically render real-world human performances, exceeding the functions of many comparable seize suggestions. by means of this suggests, we can effectively catch the movement, the time-varying information and the feel details of a true human acting, and remodel it right into a fully-rigged personality animation, that may be at once utilized by an animator, or use it to realistically exhibit the actor from arbitrary viewpoints.

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Additional info for Animation and Performance Capture Using Digitized Models

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1 Illustration of the workflow of our system. is a human body scan Mtri and motion data generated from real individuals using optical motion estimation methods, Fig. 1. The first processing step normalizes these sequences of key body poses by transforming them into a sequence of postures of a simple triangle mesh model, henceforth termed template mesh. In Sect. 2 we exemplify that it is straightforward to generate such templates from motion capture data. g. the fact that both mesh representations have knees and elbows.

Afterwards, in Chapter 6 and 7, we describe the details of both mesh-based character animation methods. 1 Related Work The first step in human character animation is the acquisition of a human body model comprising of a surface mesh and an underlying animation skeleton [11]. Surface geometry can either be hand-crafted or scanned from a real person [7]. The skeleton model can be either manually designed, inferred from marker trajectories [23, 2] or inferred from shape-from-silhouette volumes [1].

399–405 (2004) 32. : Mesh-based inverse kinematics. In: Proc. ACM SIGGRAPH, pp. 488–495 (2005) 33. : A physically-based motion retargeting filter. ACM Trans. Graph. 24(1), 98–117 (2005) 34. : Gradient domain editing of deforming mesh sequences. ACM TOG 26(3), 84 (2007) Part III Towards Performance Capture Using Deformable Mesh Tracking Chapter 6 Poisson-Based Skeleton-Less Character Animation This chapter presents an approach to efficiently generate high-quality animations of human characters from input motion data.

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Animation and Performance Capture Using Digitized Models by Edilson de Aguiar


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