Animation and Performance Capture Using Digitized Models

Animation and Performance Capture Using Digitized Models
Author: Edilson de Aguiar
Publisher: Springer Science & Business Media
Total Pages: 172
Release: 2009-12-08
Genre: Computers
ISBN: 3642103162

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.

Digital Human Modeling

Digital Human Modeling
Author: Vincent G. Duffy
Publisher: Springer Science & Business Media
Total Pages: 775
Release: 2009-07-14
Genre: Computers
ISBN: 3642028098

The 13th International Conference on Human–Computer Interaction, HCI Inter- tional 2009, was held in San Diego, California, USA, July 19–24, 2009, jointly with the Symposium on Human Interface (Japan) 2009, the 8th International Conference on Engineering Psychology and Cognitive Ergonomics, the 5th International Conference on Universal Access in Human–Computer Interaction, the Third International Conf- ence on Virtual and Mixed Reality, the Third International Conference on Internati- alization, Design and Global Development, the Third International Conference on Online Communities and Social Computing, the 5th International Conference on Augmented Cognition, the Second International Conference on Digital Human Mod- ing, and the First International Conference on Human Centered Design. A total of 4,348 individuals from academia, research institutes, industry and gove- mental agencies from 73 countries submitted contributions, and 1,397 papers that were judged to be of high scientific quality were included in the program. These papers - dress the latest research and development efforts and highlight the human aspects of the design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of human–computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas.

Human Motion

Human Motion
Author: Bodo Rosenhahn
Publisher: Springer Science & Business Media
Total Pages: 628
Release: 2008
Genre: Computers
ISBN: 1402066929

This is the first book which informs about recent progress in biomechanics, computer vision and computer graphics – all in one volume. Researchers from these areas have contributed to this book to promote the establishment of human motion research as a multi-facetted discipline and to improve the exchange of ideas and concepts between these three areas. The book combines carefully written reviews with detailed reports on recent progress in research.

Three-Dimensional Television

Three-Dimensional Television
Author: H.M. Ozaktas
Publisher: Springer Science & Business Media
Total Pages: 640
Release: 2007-11-13
Genre: Technology & Engineering
ISBN: 3540725326

This book is the condensed result of an extensive European project developing the future of 3D-Television. The book describes the state of the art in relevant topics: Capture of 3D scene for input to 3DTV system; Abstract representation of captured 3D scene information in digital form; Specifying data exchange format; Transmission of coded data; Conversion of 3DTV data for holographic and other displays; Equipment to decode and display 3DTV signal.

Digital Human Modeling

Digital Human Modeling
Author: Vincent D. Duffy
Publisher: Springer
Total Pages: 1083
Release: 2007-08-24
Genre: Computers
ISBN: 3540733213

This book constitutes the refereed proceedings of the First International Conference on Digital Human Modeling, DHM 2007, held in Beijing, China in July 2007. The papers thoroughly cover the thematic area of digital human modeling, addressing the following major topics: shape and movement modeling and anthropometry, building and applying virtual humans, medical and rehabilitation applications, as well as industrial and ergonomic applications.

Technologies for E-Learning and Digital Entertainment

Technologies for E-Learning and Digital Entertainment
Author: Zhigeng Pan
Publisher: Springer
Total Pages: 1420
Release: 2006-03-22
Genre: Computers
ISBN: 3540334246

This book constitutes the refereed proceedings of the First International Conference on E-learning and Games, Edutainment 2006, held in Hangzhou, China in April 2006. The 121 revised full papers and 52 short papers presented together with the abstracts of 3 invited papers and those of the keynote speeches cover a wide range of topics, including e-learning platforms and tools, learning resource management, practice and experience sharing, e-learning standards, and more.

Real VR – Immersive Digital Reality

Real VR – Immersive Digital Reality
Author: Marcus Magnor
Publisher: Springer Nature
Total Pages: 361
Release: 2020-03-10
Genre: Computers
ISBN: 3030418162

With the advent of consumer-market Virtual Reality (VR) technology, the next revolution in visual entertainment is already on the horizon: real VR will enable us to experience live-action movies, sports broadcasts, concert videos, etc. in true visual (and aural) immersion. This book provides a comprehensive overview of the algorithms and methods that make it possible to immerse into real-world recordings. It brings together the expertise of internationally renowned experts from academia and industry who present the state of the art in this fascinating, interdisciplinary new research field. Written by and for scientists, engineers, and practitioners, this book is the definitive reference for anyone interested in finding out about how to import the real world into head-mounted displays.

The Essential Guide to Video Processing

The Essential Guide to Video Processing
Author: Alan C. Bovik
Publisher: Academic Press
Total Pages: 777
Release: 2009-07-07
Genre: Technology & Engineering
ISBN: 0080922503

This comprehensive and state-of-the art approach to video processing gives engineers and students a comprehensive introduction and includes full coverage of key applications: wireless video, video networks, video indexing and retrieval and use of video in speech processing. Containing all the essential methods in video processing alongside the latest standards, it is a complete resource for the professional engineer, researcher and graduate student. - Numerous conceptual and numerical examples - All the latest standards are thoroughly covered: MPEG-1, MPEG-2, MPEG-4, H.264 and AVC - Coverage of the latest techniques in video security "Like its sister volume "The Essential Guide to Image Processing," Professor Bovik's Essential Guide to Video Processing provides a timely and comprehensive survey, with contributions from leading researchers in the area. Highly recommended for everyone with an interest in this fascinating and fast-moving field." —Prof. Bernd Girod, Stanford University, USA - Edited by a leading person in the field who created the IEEE International Conference on Image Processing, with contributions from experts in their fields - Numerous conceptual and numerical examples - All the latest standards are thoroughly covered: MPEG-1, MPEG-2, MPEG-4, H.264 and AVC - Coverage of the latest techniques in video security