Animation and Performance Capture Using Digitized Models

Animation and Performance Capture Using Digitized Models

Author: Edilson de Aguiar

Publisher: Springer Science & Business Media

Published: 2009-12-08

Total Pages: 172

ISBN-13: 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 and Video Games

Understanding Motion Capture for Computer Animation and Video Games

Author: Alberto Menache

Publisher: Morgan Kaufmann

Published: 2000

Total Pages: 268

ISBN-13: 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.


A Companion to Digital Humanities

A Companion to Digital Humanities

Author: Susan Schreibman

Publisher: John Wiley & Sons

Published: 2008-03-03

Total Pages: 642

ISBN-13: 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.


A Companion to Digital Literary Studies

A Companion to Digital Literary Studies

Author: Ray Siemens

Publisher: John Wiley & Sons

Published: 2013-03-20

Total Pages: 559

ISBN-13: 1118508831

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This Companion offers an extensive examination of how new technologies are changing the nature of literary studies, from scholarly editing and literary criticism, to interactive fiction and immersive environments. A complete overview exploring the application of computing in literary studies Includes the seminal writings from the field Focuses on methods and perspectives, new genres, formatting issues, and best practices for digital preservation Explores the new genres of hypertext literature, installations, gaming, and web blogs The Appendix serves as an annotated bibliography


Digital Human Modeling

Digital Human Modeling

Author: Vincent G. Duffy

Publisher: Springer

Published: 2011-06-27

Total Pages: 546

ISBN-13: 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

Published: 2021-06-08

Total Pages: 284

ISBN-13: 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

Published: 2013-06-28

Total Pages: 431

ISBN-13: 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.


Proceedings of the Workshop on Computation: Theory and Practice (WCTP 2023)

Proceedings of the Workshop on Computation: Theory and Practice (WCTP 2023)

Author: Jaime Caro

Publisher: Springer Nature

Published: 2024

Total Pages: 461

ISBN-13: 9464633883

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Zusammenfassung: This is an open access book. Computation should be a good blend of theory and practice. Researchers in the field should create algorithms to address real world problems putting equal weight to analysis and implementation. Experimentation and simulation can be viewed as yielding to refined theories or improved applications. WCTP 2023 is the twelfth workshop organized by the Tokyo Institute of Technology, The Institute of Scientific and Industrial Research-Osaka University, Chitose Institute of Science and Technology, University of the Philippines-Diliman and De La Salle University-Manila that is devoted to theoretical and practical approaches to computation. It aims to present the latest developments by theoreticians and practitioners in academe and industry working to address computational problems that can directly impact the way we live in society. WCTP 2023 will feature work-in-progress presentations of prominent researchers selected by members of its Program Committee who come from highly distinguished institutions in Japan and the Philippines. The presentation at the workshop will certainly provide high quality comments and discussion that future research can benefit from. WCTP 2023 is supported by Chitose Institute of Science and Technology, and Photonics World Consortium


Abstracting Reality

Abstracting Reality

Author: Mark J. P. Wolf

Publisher: University Press of America

Published: 2000

Total Pages: 340

ISBN-13: 9780761816683

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The first three sections of this book cover the emergence of digital technology, the effects of digital technology on art and culture, and the ways that this technology has positioned itself among all forms of media. Wolf (communication, Concordia U. Wisconsin) concludes with a somewhat more esoteric section that broadens the scope, examining the ways that digital technology effects people's perception of their environment and the ways that it "mediates and abstracts the indexical linkages between the observer and observed."Annotation copyrighted by Book News, Inc., Portland, OR


Computational Modelling of Objects Represented in Images. Fundamentals, Methods and Applications

Computational Modelling of Objects Represented in Images. Fundamentals, Methods and Applications

Author: João Manuel R.S. Tavares

Publisher: CRC Press

Published: 2018-05-08

Total Pages: 671

ISBN-13: 1351377124

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This book contains keynote lectures and full papers presented at the International Symposium on Computational Modelling of Objects Represented in Images (CompIMAGE), held in Coimbra, Portugal, on 20-21 October 2006. International contributions from nineteen countries provide a comprehensive coverage of the current state-of-the-art in the fields of: - Image Processing and Analysis; - Image Segmentation; - Data Interpolation; - Registration, Acquisition and Compression; - 3D Reconstruction; - Objects Tracking; - Motion and Deformation Analysis; - Objects Simulation; - Medical Imaging; - Computational Bioimaging and Visualization. Related techniques also covered in this book include the finite element method, modal analyses, stochastic methods, principal and independent components analyses and distribution models. Computational Modelling of Objects Represented in Images will be useful to academics, researchers and professionals in Computational Vision (image processing and analysis), Computer Sciences, and Computational Mechanics.