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
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.