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04786nam a22004935i 4500 |
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978-3-642-10316-2 |
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DE-He213 |
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20151204183042.0 |
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100301s2010 gw | s |||| 0|eng d |
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|a 9783642103162
|9 978-3-642-10316-2
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|a 10.1007/978-3-642-10316-2
|2 doi
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|a 006.6
|2 23
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|a Aguiar, Edilson de.
|e author.
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|a Animation and Performance Capture Using Digitized Models
|h [electronic resource] /
|c by Edilson de Aguiar.
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|a Berlin, Heidelberg :
|b Springer Berlin Heidelberg,
|c 2010.
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|a XVI, 169 p.
|b online resource.
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|a text
|b txt
|2 rdacontent
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|a computer
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|a online resource
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|a text file
|b PDF
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|a Cognitive Systems Monographs,
|x 1867-4925 ;
|v 5
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|a I: Background and Basic Definitions -- Preliminary Techniques -- Interactive Shape Deformation and Editing Methods -- Recording Studio: Data Acquisition and Data Processing -- II: Natural Animation of Digitized Models -- Problem Statement and Preliminaries -- Poisson-Based Skeleton-Less Character Animation -- Laplacian-Based Skeleton-Less Character Animation -- III: Towards Performance Capture Using Deformable Mesh Tracking -- Problem Statement and Preliminaries -- Video-Based Tracking of Scanned Humans -- Feature Tracking for Mesh-Based Performance Capture -- Video-Based Performance Capture -- High-Quality 3D Videos -- IV: Processing Mesh Animations -- Problem Statement and Preliminaries -- Reconstructing Fully-Rigged Characters -- Designing Non-photorealistic Animation Collages -- Conclusions.
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|a 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.
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|a Computer science.
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|a Computer graphics.
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|a Image processing.
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|a Application software.
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|a Computer Science.
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|a Computer Graphics.
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|a Computer Imaging, Vision, Pattern Recognition and Graphics.
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|a Image Processing and Computer Vision.
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|a Computer Applications.
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|a SpringerLink (Online service)
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|t Springer eBooks
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|i Printed edition:
|z 9783642103155
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830 |
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|a Cognitive Systems Monographs,
|x 1867-4925 ;
|v 5
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856 |
4 |
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|u http://dx.doi.org/10.1007/978-3-642-10316-2
|z Full Text via HEAL-Link
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912 |
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|a ZDB-2-SCS
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950 |
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|a Computer Science (Springer-11645)
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