Motion Capture

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Understanding Motion Capture for Computer Animation and Video Games

Author : Alberto Menache
Publisher : Morgan Kaufmann
Page : 268 pages
File Size : 51,5 Mb
Release : 2000
Category : Computers
ISBN : 0124906303

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Understanding Motion Capture for Computer Animation and Video Games by Alberto Menache Pdf

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.

Understanding Motion Capture for Computer Animation

Author : Alberto Menache
Publisher : Elsevier
Page : 276 pages
File Size : 47,5 Mb
Release : 2011-01-24
Category : Computers
ISBN : 0123814979

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Understanding Motion Capture for Computer Animation by Alberto Menache Pdf

Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects

The Mocap Book

Author : Ricardo Tobon
Publisher : Foris Force
Page : 50 pages
File Size : 42,6 Mb
Release : 2010
Category : Computers
ISBN : 9780615293066

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The Mocap Book by Ricardo Tobon Pdf

An in-depth guide to the process of digitizing motions from the acquisitions stages all the way to the animation enhancement and file integration phases. Provides step-by-step instructions, practical exercises and illustrated examples of the different steps of the mocap process that include acquisition, tracking, solving, integration, animation and motion mixing. This edition covers a Cortex to Motion Builder to Maya motion capture pipeline.

Motion Capture

Author : Sara Green
Publisher : Bellwether Media
Page : 32 pages
File Size : 48,9 Mb
Release : 2019-08-01
Category : Juvenile Nonfiction
ISBN : 9781618915849

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Motion Capture by Sara Green Pdf

Many are familiar with Andy Serkis’s groundbreaking motion capture role as Gollum in the Lord of the Rings film series. But motion capture has come a long way since it first began! This title introduces the technology behind motion capture, using many of today’s most popular movies as examples. Special features highlight famous uses of motion capture, and pioneer profiles introduce some of the most influential mocap filmmakers in history. This high-interest title is sure to capture the attention of readers!

Motion Capture in Performance

Author : M. Delbridge
Publisher : Springer
Page : 94 pages
File Size : 41,9 Mb
Release : 2015-03-04
Category : Performing Arts
ISBN : 9781137505811

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Motion Capture in Performance by M. Delbridge Pdf

Motion Capture in Performance explores the historical origins, properties and implications of Motion Capture. It introduces a new mode of performance for the commercial film, animation, and console gaming industries - 'Performance Capture', a distinct interdisciplinary discourse in the fields of theatre, animation, performance studies and film.

Performing for Motion Capture

Author : John Dower,Pascal Langdale
Publisher : Bloomsbury Publishing
Page : 248 pages
File Size : 43,7 Mb
Release : 2022-05-05
Category : Performing Arts
ISBN : 9781350211278

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Performing for Motion Capture by John Dower,Pascal Langdale Pdf

Want to be the next Andy Serkis as Gollum in Lord of the Rings? Or Zoe Saldana in Avatar? How about Seth MacFarlane in Ted? Or do you want to star in video games such as Fortnite, Call of Duty or Halo? If so, this book will tell you everything you need to know about acting for motion capture. This is the first book to provide an invaluable resource for the education of the next generation of performers in this exciting medium. Over the last 10 years, a revolution has occurred in digital production - video games have overtaken the film and TV industries in terms of production and revenues. Many video games derive their digital animation from human performance by means of motion and performance capture. Actors such as Andy Serkis and Troy Baker have won critical acclaim for their digital performance in games and film. The book includes contributions from practitioners working across the globe, including: actor Kezia Burrows; software developer Stéphane Dalbera; director Kate Saxon; a group of Japanese games directors; Jeremy Meunier, Head of Motion Capture at Moov studios, Montreal; Marc Morisseau, motion editor for Avatar; and a Chinese Motion Capture suit manufacturer.

Animation and Performance Capture Using Digitized Models

Author : Edilson de Aguiar
Publisher : Springer Science & Business Media
Page : 172 pages
File Size : 48,8 Mb
Release : 2009-12-08
Category : Computers
ISBN : 9783642103162

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Animation and Performance Capture Using Digitized Models by Edilson de Aguiar Pdf

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.

MoCap for Artists

Author : Midori Kitagawa
Publisher : CRC Press
Page : 231 pages
File Size : 55,9 Mb
Release : 2020-10-14
Category : Computers
ISBN : 9781136139666

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MoCap for Artists by Midori Kitagawa Pdf

Make motion capture part of your graphics and effects arsenal. This introduction to motion capture principles and techniques delivers a working understanding of today's state-of-the-art systems and workflows without the arcane pseudocodes and equations. Learn about the alternative systems, how they have evolved, and how they are typically used, as well as tried-and-true workflows that you can put to work for optimal effect. Demo files and tutorials provided on the downloadable resources deliver first-hand experience with some of the core processes.

Cage-based Performance Capture

Author : Yann Savoye
Publisher : Springer
Page : 141 pages
File Size : 46,5 Mb
Release : 2013-09-17
Category : Technology & Engineering
ISBN : 9783319015385

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Cage-based Performance Capture by Yann Savoye Pdf

Nowadays, highly-detailed animations of live-actor performances are increasingly easier to acquire and 3D Video has reached considerable attentions in visual media production. In this book, we address the problem of extracting or acquiring and then reusing non-rigid parametrization for video-based animations. At first sight, a crucial challenge is to reproduce plausible boneless deformations while preserving global and local captured properties of dynamic surfaces with a limited number of controllable, flexible and reusable parameters. To solve this challenge, we directly rely on a skin-detached dimension reduction thanks to the well-known cage-based paradigm. First, we achieve Scalable Inverse Cage-based Modeling by transposing the inverse kinematics paradigm on surfaces. Thus, we introduce a cage inversion process with user-specified screen-space constraints. Secondly, we convert non-rigid animated surfaces into a sequence of optimal cage parameters via Cage-based Animation Conversion. Building upon this reskinning procedure, we also develop a well-formed Animation Cartoonization algorithm for multi-view data in term of cage-based surface exaggeration and video-based appearance stylization. Thirdly, motivated by the relaxation of prior knowledge on the data, we propose a promising unsupervised approach to perform Iterative Cage-based Geometric Registration. This novel registration scheme deals with reconstructed target point clouds obtained from multi-view video recording, in conjunction with a static and wrinkled template mesh. Above all, we demonstrate the strength of cage-based subspaces in order to reparametrize highly non-rigid dynamic surfaces, without the need of secondary deformations. To the best of our knowledge this book opens the field of Cage-based Performance Capture.

Motion in Games

Author : Arjan Egges,Arno Kamphuis
Publisher : Springer Science & Business Media
Page : 265 pages
File Size : 54,8 Mb
Release : 2008-11-19
Category : Computers
ISBN : 9783540892199

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Motion in Games by Arjan Egges,Arno Kamphuis Pdf

This book constitutes the thoroughly refereed post-workshop proceedings of the First International Workshop on Motion in Games, held in Utrecht, The Netherlands, during June 14-17, 2008, in collaboration with the NLGD Festival of Games. The 24 revised papers presented during the workshop cover topics on crowd simulation; virtual humans; motion synthesis; interfaces; navigation and steering; and facial and behavioral animation.

Cyber Security Intelligence and Analytics

Author : Zheng Xu,Reza M. Parizi,Octavio Loyola-González,Xiaolu Zhang
Publisher : Springer Nature
Page : 932 pages
File Size : 52,7 Mb
Release : 2021-03-10
Category : Technology & Engineering
ISBN : 9783030700423

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Cyber Security Intelligence and Analytics by Zheng Xu,Reza M. Parizi,Octavio Loyola-González,Xiaolu Zhang Pdf

This book presents the outcomes of the 2021 International Conference on Cyber Security Intelligence and Analytics (CSIA 2021), an international conference dedicated to promoting novel theoretical and applied research advances in the interdisciplinary field of cyber security, particularly focusing on threat intelligence, analytics, and countering cybercrime. The conference provides a forum for presenting and discussing innovative ideas, cutting-edge research findings and novel techniques, methods and applications on all aspects of cyber security intelligence and analytics. Due to COVID-19, Authors, Keynote Speakers and PC committees will attend the conference online.

Modelling the Physiological Human

Author : Nadia Magnenat-Thalmann
Publisher : Springer Science & Business Media
Page : 238 pages
File Size : 52,6 Mb
Release : 2009-11-17
Category : Computers
ISBN : 9783642104688

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Modelling the Physiological Human by Nadia Magnenat-Thalmann Pdf

This book constitutes the proceedings of the Second 3D Physiological Human Workshop, 3DPH 2009, held in Zermatt, Switzerland, in November/December 2009. The 19 revised full papers presented were carefully reviewed and selected from numerous submissions. The papers are organized in topical sections on Segmentation, Anatomical and Physiological Modelling, Simulation Models, Motion Analysis, Medical Visualization and Interaction, as well as Medical Ontology.

Advances in Multimedia Modeling

Author : Shin'ichi Satoh,Frank Nack,Minoru Etoh
Publisher : Springer Science & Business Media
Page : 527 pages
File Size : 49,5 Mb
Release : 2007-12-14
Category : Computers
ISBN : 9783540774075

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Advances in Multimedia Modeling by Shin'ichi Satoh,Frank Nack,Minoru Etoh Pdf

This book constitutes the refereed proceedings of the 14th International Multimedia Modeling Conference, MMM 2007, held in Kyoto, Japan, in January 2007. The 23 revised full papers and 24 revised poster papers were carefully reviewed and selected from more than 130 submissions. The papers are organized in topical sections that include material on media understanding, creative media, visual content representation, and video codecs, as well as media retrieval, audio and music.

Gesture and Sign Language in Human-Computer Interaction

Author : Ipke Wachsmuth,Martin Fröhlich
Publisher : Springer Science & Business Media
Page : 332 pages
File Size : 43,8 Mb
Release : 1998-04-15
Category : Computers
ISBN : 3540644245

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Gesture and Sign Language in Human-Computer Interaction by Ipke Wachsmuth,Martin Fröhlich Pdf

This book presents the thoroughly refereed post-workshop proceedings of an International Workshop on Gesture and Sign Language in Human-Computer Interaction held in Bielefeld, Germany, in 1997. The book presents 25 revised papers together with two invited lectures. Recently, gesture and sign language have become key issues for advanced interface design in the humanization of computer interaction: AI, neural networks, pattern recognition, and agent techniques are having a significant impact on this area of research and development. The papers are organized in sections on semiotics for gesture movement, hidden Markov models, motion analysis and synthesis, multimodal interfaces, neural network methods, and applications.

Transactions on Edutainment IV

Author : Zhigeng Pan,Xiaopeng Zhang,Adrian David Cheok,Wolfgang Müller
Publisher : Springer Science & Business Media
Page : 287 pages
File Size : 48,8 Mb
Release : 2010-07-30
Category : Computers
ISBN : 9783642144837

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Transactions on Edutainment IV by Zhigeng Pan,Xiaopeng Zhang,Adrian David Cheok,Wolfgang Müller Pdf

This journal subline serves as a forum for stimulating and disseminating innovative research ideas, theories, emerging technologies, empirical investigations, state-of-the-art methods, and tools in all different genres of edutainment, such as game-based learning and serious games, interactive storytelling, virtual learning environments, VR-based education, and related fields. It covers aspects from educational and game theories, human-computer interaction, computer graphics, artificial intelligence, and systems design. This volume contains a selection of 12 outstanding contributions from Edutainment 2010, the 5th Int. Conference on E-Learning and Games, held in China in August 2009. The main focus of these papers is on e-learning system and applications, game techniques for learning, and virtual reality techniques for entertainment. In addition, 10 regular papers are included, which focus on virtual reality and game systems for learning and animation and interaction for entertainment.