Interactive animation of 4D performance capture

A 4D parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. The representation is based on a 4D model database of temporally aligned mesh sequence reconstructions for multiple motions. High-level movement controls suc...

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Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 19(2013), 5 vom: 01. Mai, Seite 762-73
1. Verfasser: Casas, Dan (VerfasserIn)
Weitere Verfasser: Tejera, Margara, Guillemaut, Jean-Yves, Hilton, Adrian
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2013
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article Research Support, Non-U.S. Gov't
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520 |a A 4D parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. The representation is based on a 4D model database of temporally aligned mesh sequence reconstructions for multiple motions. High-level movement controls such as speed and direction are achieved by blending multiple mesh sequences of related motions. A real-time mesh sequence blending approach is introduced, which combines the realistic deformation of previous nonlinear solutions with efficient online computation. Transitions between different parametric motion spaces are evaluated in real time based on surface shape and motion similarity. Four-dimensional parametric motion graphs allow real-time interactive character animation while preserving the natural dynamics of the captured performance 
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700 1 |a Guillemaut, Jean-Yves  |e verfasserin  |4 aut 
700 1 |a Hilton, Adrian  |e verfasserin  |4 aut 
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