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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Autor Corporativo: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Berlin, Heidelberg :
Springer Berlin Heidelberg : Imprint: Springer,
2010.
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Edición: | 1st ed. 2010. |
Colección: | Cognitive Systems Monographs,
5 |
Temas: | |
Acceso en línea: | Texto Completo |
Tabla de Contenidos:
- 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.