Animation and Performance Capture Using Digitized Models

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 performan...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Aguiar, Edilson de (Συγγραφέας)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berlin, Heidelberg : Springer Berlin Heidelberg, 2010.
Σειρά:Cognitive Systems Monographs, 5
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
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100 1 |a Aguiar, Edilson de.  |e author. 
245 1 0 |a Animation and Performance Capture Using Digitized Models  |h [electronic resource] /  |c by Edilson de Aguiar. 
264 1 |a Berlin, Heidelberg :  |b Springer Berlin Heidelberg,  |c 2010. 
300 |a XVI, 169 p.  |b online resource. 
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490 1 |a Cognitive Systems Monographs,  |x 1867-4925 ;  |v 5 
505 0 |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. 
520 |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. 
650 0 |a Computer science. 
650 0 |a Computer graphics. 
650 0 |a Image processing. 
650 0 |a Application software. 
650 1 4 |a Computer Science. 
650 2 4 |a Computer Graphics. 
650 2 4 |a Computer Imaging, Vision, Pattern Recognition and Graphics. 
650 2 4 |a Image Processing and Computer Vision. 
650 2 4 |a Computer Applications. 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9783642103155 
830 0 |a Cognitive Systems Monographs,  |x 1867-4925 ;  |v 5 
856 4 0 |u http://dx.doi.org/10.1007/978-3-642-10316-2  |z Full Text via HEAL-Link 
912 |a ZDB-2-SCS 
950 |a Computer Science (Springer-11645)