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...
Κύριος συγγραφέας: | |
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Συγγραφή απο Οργανισμό/Αρχή: | |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Berlin, Heidelberg :
Springer Berlin Heidelberg,
2010.
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Σειρά: | Cognitive Systems Monographs,
5 |
Θέματα: | |
Διαθέσιμο Online: | Full Text via HEAL-Link |
Πίνακας περιεχομένων:
- 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.