<p><P>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 per
Animation and Performance Capture Using Digitized Models
β Scribed by Edilson de Aguiar (auth.)
- Publisher
- Springer-Verlag Berlin Heidelberg
- Year
- 2010
- Tongue
- English
- Leaves
- 171
- Series
- Cognitive Systems Monographs 5
- Edition
- 1
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
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 work, 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 this book 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 real-world human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the time-varying 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.
β¦ Table of Contents
Front Matter....Pages -
Introduction....Pages 1-5
Front Matter....Pages 7-7
Preliminary Techniques....Pages 9-18
Interactive Shape Deformation and Editing Methods....Pages 19-27
Recording Studio: Data Acquisition and Data Processing....Pages 29-36
Front Matter....Pages 37-37
Problem Statement and Preliminaries....Pages 39-43
Poisson-Based Skeleton-Less Character Animation....Pages 45-54
Laplacian-Based Skeleton-Less Character Animation....Pages 55-61
Front Matter....Pages 63-63
Problem Statement and Preliminaries....Pages 65-73
Video-Based Tracking of Scanned Humans....Pages 75-86
Feature Tracking for Mesh-Based Performance Capture....Pages 87-99
Video-Based Performance Capture....Pages 101-117
High-Quality 3D Videos....Pages 119-124
Front Matter....Pages 125-125
Problem Statement and Preliminaries....Pages 127-132
Reconstructing Fully-Rigged Characters....Pages 133-148
Designing Non-photorealistic Animation Collages....Pages 149-162
Conclusions....Pages 163-165
Back Matter....Pages -
β¦ Subjects
Computer Graphics; Computer Imaging, Vision, Pattern Recognition and Graphics; Image Processing and Computer Vision; Computer Applications
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