Motion Capture In Performance

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Motion Capture in Performance

Author : M. Delbridge
Publisher : Springer
Page : 157 pages
File Size : 53,6 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.

Understanding Motion Capture for Computer Animation

Author : Alberto Menache
Publisher : Elsevier
Page : 276 pages
File Size : 49,6 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

Performing for Motion Capture

Author : John Dower,Pascal Langdale
Publisher : Bloomsbury Publishing
Page : 248 pages
File Size : 43,6 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.

Understanding Motion Capture for Computer Animation and Video Games

Author : Alberto Menache
Publisher : Morgan Kaufmann
Page : 268 pages
File Size : 43,6 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.

Motion Capture in Performance

Author : M. Delbridge
Publisher : Springer
Page : 94 pages
File Size : 41,5 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.

Computer Vision – ECCV 2012

Author : Andrew Fitzgibbon,Svetlana Lazebnik,Pietro Perona,Yoichi Sato,Cordelia Schmid
Publisher : Springer
Page : 889 pages
File Size : 52,7 Mb
Release : 2012-09-26
Category : Computers
ISBN : 9783642337093

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Computer Vision – ECCV 2012 by Andrew Fitzgibbon,Svetlana Lazebnik,Pietro Perona,Yoichi Sato,Cordelia Schmid Pdf

The seven-volume set comprising LNCS volumes 7572-7578 constitutes the refereed proceedings of the 12th European Conference on Computer Vision, ECCV 2012, held in Florence, Italy, in October 2012. The 408 revised papers presented were carefully reviewed and selected from 1437 submissions. The papers are organized in topical sections on geometry, 2D and 3D shapes, 3D reconstruction, visual recognition and classification, visual features and image matching, visual monitoring: action and activities, models, optimisation, learning, visual tracking and image registration, photometry: lighting and colour, and image segmentation.

MoCap for Artists

Author : Midori Kitagawa
Publisher : CRC Press
Page : 231 pages
File Size : 44,5 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.

The Mocap Book

Author : Ricardo Tobon
Publisher : Foris Force
Page : 50 pages
File Size : 40,8 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 : 44,7 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!

Game Anim

Author : Jonathan Cooper
Publisher : CRC Press
Page : 307 pages
File Size : 54,6 Mb
Release : 2021-04-19
Category : Computers
ISBN : 9781000357806

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Game Anim by Jonathan Cooper Pdf

The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.

Animation and Performance Capture Using Digitized Models

Author : Edilson de Aguiar
Publisher : Springer Science & Business Media
Page : 172 pages
File Size : 53,8 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.

Acting and Performance for Animation

Author : Derek Hayes
Publisher : Taylor & Francis
Page : 219 pages
File Size : 50,7 Mb
Release : 2013-03-05
Category : Computers
ISBN : 9781136135972

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Acting and Performance for Animation by Derek Hayes Pdf

Character animation involves more than the principles of animation and the mechanics of motion. Unique, believeable characters that think, feel and captivate your audience are ones that involve emotion, performance, personality, acting and story. Successful animators balance all of these elements within a single character and narrative. With Acting and Performance for Animation, discover how to create dynamic, dramatic performances and believeable character interaction. An invaluable resource for animators, Acting and Performance for Animators is a practical guide to the variety of performance techniques relevant to animators. Develop believable character interactions with chapters detailing the principles of performance, performance types, character emotion and personality, physical and psychological performance, and scene composition. Analyze scripts, sound,acting, action and performance with the practical hints and tips, hands-on assignments and animated examples featured in an extensive guide for animators working in film, TV, games and commercials. Explore different performance techniques based upon the experiences of seasoned animators with case studies featuring John Lasseter, Ray Harryhausen, Nick Park, Joanna Quinn. Expand your own performance techniques with the accompanying DVD which will feature live action reference shorts, production stills, animated examples, and further hands-on assignments.

Performing for Motion Capture

Author : John Dower,Pascal Langdale
Publisher : Bloomsbury Publishing
Page : 249 pages
File Size : 49,9 Mb
Release : 2022-05-05
Category : Performing Arts
ISBN : 9781350211285

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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.

The VES Handbook of Visual Effects

Author : Susan Zwerman,Jeffrey A. Okun
Publisher : CRC Press
Page : 1138 pages
File Size : 52,8 Mb
Release : 2014-07-11
Category : Art
ISBN : 9781136136221

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The VES Handbook of Visual Effects by Susan Zwerman,Jeffrey A. Okun Pdf

Wisdom from the best and the brightest in the industry, this visual effects bible belongs on the shelf of anyone working in or aspiring to work in VFX. The book covers techniques and solutions all VFX artists/producers/supervisors need to know, from breaking down a script and initial bidding, to digital character creation and compositing of both live-action and CG elements. In-depth lessons on stereoscopic moviemaking, color management and digital intermediates are included, as well as chapters on interactive games and full animation authored by artists from EA and Dreamworks respectively. From predproduction to acquisition to postproduction, every aspect of the VFX production workflow is given prominent coverage. VFX legends such as John Knoll, Mike Fink, and John Erland provide you with invaluable insight and lessons from the set, equipping you with everything you need to know about the entire visual effects workflow. Simply a must-have book for anyone working in or wanting to work in the VFX industry.

The Routledge Companion to Vsevolod Meyerhold

Author : Jonathan Pitches,Stefan Aquilina
Publisher : Taylor & Francis
Page : 681 pages
File Size : 47,8 Mb
Release : 2022-11-09
Category : Performing Arts
ISBN : 9781000764567

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The Routledge Companion to Vsevolod Meyerhold by Jonathan Pitches,Stefan Aquilina Pdf

The Routledge Companion to Vsevolod Meyerhold brings together a wealth of scholarship on one of the foremost innovators in European theatre. It presents a detailed picture of the Russian director’s work from when it first emerged on the modern stage to its multifarious present-day manifestations. By combining an historical focus with the latest contemporary research from an international range of perspectives and authors, this collection marks an important moment in Meyerhold studies as well as offering a new assessment of his relation to today's theatre-making. Its dynamic blend of research is presented in five sections: Histories enlarges on more conventional subjects like the grotesque and Biomechanics, to overlooked topics such as Meyerhold's ‘failed’ projects and his work in film; Collaborations and Connections extends understandings of Meyerhold’s well-known collaborative capacities to consider new cultural influences and lesser known working relationships; Sources engages with hitherto untapped material in Meyerhold’s oeuvre by reproducing and contextualising previously untranslated primary sources on his work; Practitioner Voices offer lively, on the ground, testimony of the contemporary impact of Meyerhold's practice; Meyerhold in New Contexts maps the routes of his practice across continents and examines ways in which his work is being applied in a number of contemporary scenarios, such as motion capture, computer-based 3D visualisations, and the ‘new normal’ of digital pedagogy. This is a key resource for students and scholars of European Theatre, acting theory, and actor training, as well as for those more broadly interested in the socio-political impact of theatre.