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Understanding Motion Capture for Computer Animation and Video Games

Understanding Motion Capture for Computer Animation and Video Games
  • Author : Alberto Menache
  • Publisher :Unknown
  • Release Date :2000
  • Total pages :238
  • ISBN : 0124906303
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Summary : Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. In Understanding Motion Capture for Computer Animation and Video Games , industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such as Batman Forever and Batman and Robin . With its careful balance between technical analysis and industry trends, Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture.

Understanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation
  • Author : Alberto Menache
  • Publisher :Unknown
  • Release Date :2011-01-24
  • Total pages :276
  • ISBN : 0123814979
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Summary : Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems Describes all the mathematical principles associated with motion capture and 3D character mechanics Helps you budget by explaining the costs associated with individualized motion capture projects

Understanding Motion Capture for Computer Animation, Second Edition

Understanding Motion Capture for Computer Animation, Second Edition
  • Author : Alberto Menache
  • Publisher :Unknown
  • Release Date :2011
  • Total pages :229
  • ISBN : OCLC:1179557729
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Summary :

MoCap for Artists

MoCap for Artists
  • Author : Midori Kitagawa,Brian Windsor
  • Publisher :Unknown
  • Release Date :2012-07-26
  • Total pages :232
  • ISBN : 9781136139659
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Summary : Make motion capture part of your graphics and effects arsenal. This introduction to motion capture principles and techniques delivers a working understanding of today's state-of-the-art systems and workflows without the arcane pseudocodes and equations. Learn about the alternative systems, how they have evolved, and how they are typically used, as well as tried-and-true workflows that you can put to work for optimal effect. Demo files and tutorials provided on the companion CD deliver first-hand experience with some of the core processes.

Computer Animation Complete

Computer Animation Complete
  • Author : Rick Parent,David S. Ebert,David Gould,Markus Gross,Chris Kazmier,Charles John Lumsden,Richard Keiser,Alberto Menache,Matthias Müller,F. Kenton Musgrave,Mark V. Pauly,Darwyn Peachey,Ken Perlin,Hanspeter Pfister,Jason Sharpe,Mark R. Wilkins,Martin Wicke,Nicholas Woolridge,Steve Worley
  • Publisher :Unknown
  • Release Date :2009-10-13
  • Total pages :544
  • ISBN : 0123785642
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Summary : A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. Expert instruction from a variety of pace-setting computer graphics researchers. Provides in-depth coverage of established and emerging animation algorithms. For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.

Computer Animation

Computer Animation
  • Author : Rick Parent
  • Publisher :Unknown
  • Release Date :2007-11-01
  • Total pages :624
  • ISBN : 9780080553856
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Summary : Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The first edition established its reputation as the best technically oriented animation text. This new edition focuses on the many recent developments in animation technology, including fluid animation, human figure animation, and soft body animation. The new edition revises and expands coverage of topics such as quaternions, natural phenomenon, facial animation, and inverse kinematics. The book includes up-to-date discussions of Maya scripting and the Maya C++ API, programming on real-time 3D graphics hardware, collision detection, motion capture, and motion capture data processing. New up-to-the-moment coverage of hot topics like real-time 3D graphics, collision detection, fluid and soft-body animation and more! Companion site with animation clips drawn from research & entertainment and code samples Describes the mathematical and algorithmic foundations of animation that provide the animator with a deep understanding and control of technique

Human Motion

Human Motion
  • Author : Bodo Rosenhahn,Reinhard Klette,Dimitris Metaxas
  • Publisher :Unknown
  • Release Date :2008
  • Total pages :633
  • ISBN : 9781402066924
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Summary : The study of human motion dates back more than 2000 years. With the event of information technology, new areas have been added to this field. Research using computer vision and computer graphics contributes to a transformation of biomechanics into a discipline that now applies computing technology throughout; on the other hand, computer vision and computer graphics also benefit from defining goals aimed at solving problems in biomechanics. Besides interactions, all three areas also developed their own inherent research dynamics towards studying human motion. Researchers from all three of 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. Some chapters review the state of the art whilst others report on leading edge research results, with applications in medicine, sport science, cinematography and robotics.

Moving Innovation

Moving Innovation
  • Author : Tom Sito
  • Publisher :Unknown
  • Release Date :2013
  • Total pages :362
  • ISBN : 9780262019095
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Summary : Computer graphics (or CG) has changed the way we experience the art of moving images.Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pongand PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created the first truecomputer animation program. Instead of presenting a series of numbers, Sutherland's Sketchpadprogram drew lines that created recognizable images. Sutherland noted: "Since motion can be putinto Sketchpad drawings, it might be exciting to try making cartoons." This book, the firstfull-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibilliondollar industry. In Moving Innovation, Tom Sito -- himself an animator andindustry insider for more than thirty years -- describes the evolution of CG. The history oftraditional cinema technology is a fairly straight path from Lumière to MGM. Writing the history ofCG, Sito maps simultaneous accomplishments in multiple locales -- academia, the military-industrialcomplex, movie special effects, video games, experimental film, corporate research, and commercialanimation. His story features a memorable cast of characters -- math nerds, avant-garde artists,cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by acommon vision. Computer animation did not begin just with Pixar; Sito shows us how fifty years ofwork by this motley crew made movies like Toy Story and Avatarpossible.

Modelling and Motion Capture Techniques for Virtual Environments

Modelling and Motion Capture Techniques for Virtual Environments
  • Author : Nadia Magnenat-Thalmann,Daniel Thalmann
  • Publisher :Unknown
  • Release Date :2003-05-20
  • Total pages :282
  • ISBN : 9783540493846
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Summary : The CAPTECH'98 workshop took place at the University of Geneva on November 26–27, 1998, sponsored by FIP Working Group 5.10 (Computer Graphics and Virtual Worlds) and the Suisse Romande regional doctoral seminar in computer science. The subject of the conference was ongoing research in data capture and interpretation. The goals of capturing real world data in order to perceive, understand, and interpret them and then reacting to them in a suitable way are currently important research problems. These data can be very diverse: sounds, emotions, shapes, motions, forces, muscles, actions, etc. Once captured, they have to be treated either to make the invisible visible, or to understand a particular phenomenon so as to formulate an appropriate reaction, or to integrate various information in a new multimedia format. The conference included six sessions of presented papers and three panel discussions. Invited speakers treating various aspects of the topic were: Professor R. Earnshaw from Bradford University, Professor T. L. Kunii from Hosei University, and Professor P. Robert from EPFL. Professor K. Bauknecht, of the University of Zürich, President of IFIP, offered the welcoming address. Mr. E. Badique, project officer for the EU in Brussels, discussed recent results of the EU ACTS research program. Finally, the Geneva Computer Animation '98 Film Festival highlighted the evening of November 26.

Computer Animation and Simulation ’97

Computer Animation and Simulation ’97
  • Author : Daniel Thalmann,Michiel, van de Panne
  • Publisher :Unknown
  • Release Date :2012-12-06
  • Total pages :203
  • ISBN : 9783709168745
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Summary : The contributions to this book address the problem of synthesizing the realistic movement and behaviour of human-like characters, simulated animals, fluids, and other dynamic phenomena. The animation techniques are driven by the goals of efficiency, as required by real-time interactive animations, and quality, as demanded by animations used in feature films. This series of workshops provides a high-quality international forum for the exchange of new ideas related to the themes of character animation, simulation of dynamic natural phenomena, motion capture and analysis, physically-based modeling, behavioral animation, and visualization.

Time-of-Flight and Depth Imaging. Sensors, Algorithms and Applications

Time-of-Flight and Depth Imaging. Sensors, Algorithms and Applications
  • Author : Marcin Grzegorzek,Christian Theobalt,Reinhard Koch,Andreas Kolb
  • Publisher :Unknown
  • Release Date :2013-11-09
  • Total pages :319
  • ISBN : 9783642449642
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Summary : Cameras for 3D depth imaging, using either time-of-flight (ToF) or structured light sensors, have received a lot of attention recently and have been improved considerably over the last few years. The present techniques make full-range 3D data available at video frame rates, and thus pave the way for a much broader application of 3D vision systems. A series of workshops have closely followed the developments within ToF imaging over the years. Today, depth imaging workshops can be found at every major computer vision conference. The papers presented in this volume stem from a seminar on Time-of-Flight Imaging held at Schloss Dagstuhl in October 2012. They cover all aspects of ToF depth imaging, from sensors and basic foundations, to algorithms for low level processing, to important applications that exploit depth imaging. In addition, this book contains the proceedings of a workshop on Imaging New Modalities, which was held at the German Conference on Pattern Recognition in Saarbrücken, Germany, in September 2013. A state-of-the-art report on the Kinect sensor and its applications is followed by two reports on local and global ToF motion compensation and a novel depth capture system using a plenoptic multi-lens multi-focus camera sensor.

3D Animation Essentials

3D Animation Essentials
  • Author : Andy Beane
  • Publisher :Unknown
  • Release Date :2012-01-25
  • Total pages :352
  • ISBN : 9781118239056
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Summary : The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.

Acting and Performance for Animation

Acting and Performance for Animation
  • Author : Derek Hayes
  • Publisher :Unknown
  • Release Date :2013-03-05
  • Total pages :357
  • ISBN : 9781136135972
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Summary : Character animation involves more than the principles of animation and the mechanics of motion. Unique, believeable characters that think, feel and captivate your audience are ones that involve emotion, performance, personality, acting and story. Successful animators balance all of these elements within a single character and narrative. With Acting and Performance for Animation, discover how to create dynamic, dramatic performances and believeable character interaction. An invaluable resource for animators, Acting and Performance for Animators is a practical guide to the variety of performance techniques relevant to animators. Develop believable character interactions with chapters detailing the principles of performance, performance types, character emotion and personality, physical and psychological performance, and scene composition. Analyze scripts, sound,acting, action and performance with the practical hints and tips, hands-on assignments and animated examples featured in an extensive guide for animators working in film, TV, games and commercials. Explore different performance techniques based upon the experiences of seasoned animators with case studies featuring John Lasseter, Ray Harryhausen, Nick Park, Joanna Quinn. Expand your own performance techniques with the accompanying DVD which will feature live action reference shorts, production stills, animated examples, and further hands-on assignments.

Computational Studies of Human Motion

Computational Studies of Human Motion
  • Author : David A. Forsyth,Okan Arikan,Leslie Ikemoto
  • Publisher :Unknown
  • Release Date :2006
  • Total pages :178
  • ISBN : 9781933019307
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Summary : Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis reviews methods for kinematic tracking of the human body in video. The review confines itself to the earlier stages of motion, focusing on tracking and motion synthesis. There is an extensive discussion of open issues. The authors identify some puzzling phenomena associated with the choice of human motion representation --- joint angles vs. joint positions. The review concludes with a quick guide to resources and an extensive bibliography of over 400 references. Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis is an invaluable reference for those engaged in computational geometry, computer graphics, image processing, imaging in general, and robotic.

Computer Animation and Simulation 2001

Computer Animation and Simulation 2001
  • Author : Nadia Magnenat-Thalmann,Daniel Thalmann
  • Publisher :Unknown
  • Release Date :2012-12-06
  • Total pages :206
  • ISBN : 9783709162408
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Summary : This volume contains the research papers presented at the 12th Eurographics Workshop on Computer Animation and Simulation, Manchester, UK, September 2-3, 2001. The workshop is an international forum for research in computer-animation and simulation. This year, we choose to give a special focus on the modelling and animation of complex phenomena. This includes the modelling of virtual creature- from their body-parts to the control of their behavior, and the animation of natural phenomena such as water, smoke, fire and vegetation. The call for papers required submission of the full papers for review, and each paper was reviewed by at least 2 members of the international program committee and additional reviewers. Based on the reviews, 16 papers were accepted. We added to the final program an invited talk by Jos Stam. We wish to thank all reviewers for their time and effort in working within the rigid constraints of the tight schedule, thereby making it possible to publish this volume in time for the workshop. We also thank the authors for their contributions to the workshop, without whom this unique forum for animation and simulation work would not exist.

Computer Animation and Simulation ’99

Computer Animation and Simulation ’99
  • Author : Nadia Magnenat-Thalmann,Daniel Thalmann
  • Publisher :Unknown
  • Release Date :2012-12-06
  • Total pages :230
  • ISBN : 9783709164235
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Summary : The 20 research papers in this volume demonstrate novel models and concepts in animation and graphics simulation. Special emphasis is given on innovative approaches to Modelling Human Motion, Models of Collision Detection and Perception, Facial Animation and Communication, Specific Animation Models, Realistic Rendering for Animation, and Behavioral Animation.

A Modern Approach to Intelligent Animation

A Modern Approach to Intelligent Animation
  • Author : Yueting Zhuang,Yunhe Pan,Jun Xiao
  • Publisher :Unknown
  • Release Date :2008-10-11
  • Total pages :310
  • ISBN : 354073760X
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Summary : This book discusses the concepts, theory, and core technologies of intelligent theory and human animation, including video based human animation and intelligent technology of motion data management and reusing. It introduces systems developed to demonstrate the technologies of video based animation. Lively pictures and demos throughout the text help make the theory and technologies more accessible to readers.

Making Things See

Making Things See
  • Author : Greg Borenstein
  • Publisher :Unknown
  • Release Date :2012-01-27
  • Total pages :416
  • ISBN : 9781449307073
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Summary : A guide to creating computer applications using Microsoft Kinect features instructions on using the device with different operating systems, using 3D scanning technology, and building robot arms, all using open source programming language.

Next Generation Computer Animation Techniques

Next Generation Computer Animation Techniques
  • Author : Jian Chang,Jian Jun Zhang,Nadia Magnenat Thalmann,Shi-Min Hu,Ruofeng Tong,Wencheng Wang
  • Publisher :Unknown
  • Release Date :2017-10-30
  • Total pages :249
  • ISBN : 9783319694870
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Summary : This book constitutes the thoroughly refereed post-conference proceedings of the Third International Workshop on Next Generation Computer Animation Techniques, AniNex 2017, held in Bournemouth, UK, in June 2017. The workshop was held in conjunction with the 11th International Conference on E-Learning and Games, Edutainment 2017. The 17 full papers presented in this volume were carefully reviewed and selected from 27 submissions. The papers are structured according to the four main themes: simulation and rendering for computer animation; character modeling and dynamics; user centered design and modeling; computer animation systems and virtual reality based applications.

Real-time 3D Character Animation with Visual C++

Real-time 3D Character Animation with Visual C++
  • Author : Nik Lever
  • Publisher :Unknown
  • Release Date :2002
  • Total pages :471
  • ISBN : 9780240516646
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Summary : CD-ROM contains: Examples for text -- Toon3DCreator 1.7 with full source code.

Action Analysis for Animators

Action Analysis for Animators
  • Author : Chris Webster
  • Publisher :Unknown
  • Release Date :2012
  • Total pages :401
  • ISBN : 9780240812182
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Summary : Action Analysis is one of the fundamental princples of animation that underpins all types of animation: 2d, 3d, computer animation, stop motion, etc. This is a fundamental skill that all animators need to create polished, believable animation. An example of Action Analysis would be Shrek's swagger in the film, Shrek. The animators clearly understood (through action analysis) the type of walk achieved by a large and heavy individual (the real) and then applied their observations to the animated character of an ogre (the fantastic). It is action analysis that enabled the animation team to visually translate a real life situation into an ogre's walk, achieving such fantastic results. Key animation skills are demonstrated with in-depth illustrations, photographs and live action footage filmed with high speed cameras. Detailed Case Studies and practical assignments ground action analysis methodology with real life examples. Action Analysis for Animators is a essential guide for students, amateurs and professionals. * A title that unites classic principles of Action Analysis with contemporary workflows. Apply the practices of action analysis to any animaton process. * Extensive illustrations of people and animals in motion that break down the action of animals and humans in a step-by-step manner. * Tips included throughout the book on how to capture motion and analyse action. * Detailed case studies illustrated with line drawings, diagrams, photographs and live action footage, integrate real world examples with practical knowledge. * Website included as a resource for amateur and experience animators, featuring Short Animations and Live Action examples juxtaposed with stills of animals and humans in motion.