Animation and Performance Capture Using Digitized Models

By Edilson de Aguiar

Animation and Performance Capture Using Digitized Models Cover Image

This is the first book on the subject of Performance Capture. It details the overall system in steps which facilitate implementation, describing the whole process from data capture to rendering to the final result.

Full Description

  • ISBN13: 978-3-6421-0315-5
  • 192 Pages
  • User Level: Science
  • Publication Date: December 8, 2009
  • Available eBook Formats: PDF
  • eBook Price: $129.00
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Full Description
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.
Table of Contents

Table of Contents

  1. Introduction
  2. Preliminary Techniques
  3. Interactive Shape Deformation and Editing Methods
  4. Recording Studio: Data Acquisition and Data Processing
  5. Natural Animation of Digitized Models
  6. Problem Statement and Preliminaries
  7. Poisson
  8. based Skeleton
  9. less Character Animation
  10. Laplacian
  11. based Skeleton
  12. less Character Animation
  13. Towards Performance Capture using Deformable Mesh.
  14. Tracking
  15. Problem Statement and Preliminaries
  16. Video
  17. Based Tracking of Scanned Humans
  18. Feature Tracking for Mesh
  19. based Performance Capture
  20. Video
  21. Based Performance Capture
  22. High
  23. Quality 3D Videos
  24. Processing Mesh Animations
  25. Reconstructing Fully
  26. Rigged Characters
  27. Designing Non
  28. Photorealistic Animation Collages – Conclusions
  29. Bibliography.
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