| 000 | 04723nam a22004815i 4500 | ||
|---|---|---|---|
| 001 | 978-3-642-10316-2 | ||
| 003 | DE-He213 | ||
| 005 | 20140220084528.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 100301s2010 gw | s |||| 0|eng d | ||
| 020 |
_a9783642103162 _9978-3-642-10316-2 |
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| 024 | 7 |
_a10.1007/978-3-642-10316-2 _2doi |
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| 050 | 4 | _aT385 | |
| 072 | 7 |
_aUML _2bicssc |
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| 072 | 7 |
_aCOM012000 _2bisacsh |
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| 082 | 0 | 4 |
_a006.6 _223 |
| 100 | 1 |
_aAguiar, Edilson. _eauthor. |
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| 245 | 1 | 0 |
_aAnimation and Performance Capture Using Digitized Models _h[electronic resource] / _cby Edilson Aguiar. |
| 264 | 1 |
_aBerlin, Heidelberg : _bSpringer Berlin Heidelberg, _c2010. |
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| 300 |
_aXVI, 170p. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 1 |
_aCognitive Systems Monographs, _x1867-4925 ; _v5 |
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| 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 |
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| 856 | 4 | 0 | _uhttp://dx.doi.org/10.1007/978-3-642-10316-2 |
| 912 | _aZDB-2-SCS | ||
| 999 |
_c111730 _d111730 |
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