000 04713nam a22004695i 4500
001 u373789
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005 20160812084203.0
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008 100301s2010 gw | s |||| 0|eng d
020 _a9783642103162
_9978-3-642-10316-2
040 _cMX-MeUAM
050 4 _aT385
082 0 4 _a006.6
_223
100 1 _aAguiar, Edilson.
_eauthor.
245 1 0 _aAnimation and Performance Capture Using Digitized Models
_h[recurso electrónico] /
_cby Edilson Aguiar.
264 1 _aBerlin, Heidelberg :
_bSpringer Berlin Heidelberg,
_c2010.
300 _aXVI, 169 p.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aCognitive Systems Monographs,
_x1867-4925 ;
_v5
505 0 _aI: 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 _aThe 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 _aComputer science.
650 0 _aComputer vision.
650 0 _aComputer graphics.
650 1 4 _aComputer Science.
650 2 4 _aComputer Graphics.
650 2 4 _aComputer Imaging, Vision, Pattern Recognition and Graphics.
650 2 4 _aImage Processing and Computer Vision.
650 2 4 _aComputer Applications.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer eBooks
776 0 8 _iPrinted edition:
_z9783642103155
830 0 _aCognitive Systems Monographs,
_x1867-4925 ;
_v5
856 4 0 _zLibro electrónico
_uhttp://148.231.10.114:2048/login?url=http://link.springer.com/book/10.1007/978-3-642-10316-2
596 _a19
942 _cLIBRO_ELEC
999 _c201669
_d201669