Animation and Performance Capture Using Digitized Models

  • Edilson de Aguiar

Part of the Cognitive Systems Monographs book series (COSMOS, volume 5)

Table of contents

  1. Front Matter
  2. Introduction

    1. Edilson de Aguiar
      Pages 1-5
  3. Part I: Background and Basic Definitions

    1. Front Matter
      Pages 7-7
    2. Edilson de Aguiar
      Pages 9-18
  4. Part II: Natural Animation of Digitized Models

    1. Front Matter
      Pages 37-37
    2. Edilson de Aguiar
      Pages 39-43
    3. Edilson de Aguiar
      Pages 45-54
  5. Part III: Towards Performance Capture Using Deformable Mesh Tracking

    1. Front Matter
      Pages 63-63
    2. Edilson de Aguiar
      Pages 65-73
    3. Edilson de Aguiar
      Pages 75-86
    4. Edilson de Aguiar
      Pages 101-117
    5. Edilson de Aguiar
      Pages 119-124
  6. Part IV: Processing Mesh Animations

    1. Front Matter
      Pages 125-125
    2. Edilson de Aguiar
      Pages 127-132
    3. Edilson de Aguiar
      Pages 133-148
    4. Edilson de Aguiar
      Pages 149-162
    5. Edilson de Aguiar
      Pages 163-165
  7. Back Matter

About this book


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 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.


3D 3D graphics Performance animation character animation computer graphics model rendering tracking

Authors and affiliations

  • Edilson de Aguiar
    • 1
  1. 1.Disney Research PittsburghCarnegie Mellon UniversityPittsburgUSA

Bibliographic information

  • DOI
  • Copyright Information Springer-Verlag Berlin Heidelberg 2010
  • Publisher Name Springer, Berlin, Heidelberg
  • eBook Packages Computer Science Computer Science (R0)
  • Print ISBN 978-3-642-10315-5
  • Online ISBN 978-3-642-10316-2
  • Series Print ISSN 1867-4925
  • Series Online ISSN 1867-4933
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