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| Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton, "Interactive Animation of 4D Performance Capture," IEEE Transactions on Visualization and Computer Graphics, vol. 19, no. 5, pp. 762-773, May, 2013. | |||
| BibTex | x | ||
| @article{ 10.1109/TVCG.2012.314, author = {Dan Casas and Margara Tejera and Jean-Yves Guillemaut and Adrian Hilton}, title = {Interactive Animation of 4D Performance Capture}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {19}, number = {5}, issn = {1077-2626}, year = {2013}, pages = {762-773}, doi = {http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.314}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - JOUR JO - IEEE Transactions on Visualization and Computer Graphics TI - Interactive Animation of 4D Performance Capture IS - 5 SN - 1077-2626 SP762 EP773 EPD - 762-773 A1 - Dan Casas, A1 - Margara Tejera, A1 - Jean-Yves Guillemaut, A1 - Adrian Hilton, PY - 2013 KW - Animation KW - Real-time systems KW - Databases KW - Aerospace electronics KW - Interpolation KW - Mesh generation KW - Shape KW - 4D performance capture KW - Character animation KW - 3D video KW - real-time animation KW - multiview reconstruction KW - video-based animation KW - 4D modeling VL - 19 JA - IEEE Transactions on Visualization and Computer Graphics ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/TVCG.2012.314
Web Extra: View Supplemental Material(ZIP)
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.
Index Terms:
Animation,Real-time systems,Databases,Aerospace electronics,Interpolation,Mesh generation,Shape,4D performance capture,Character animation,3D video,real-time animation,multiview reconstruction,video-based animation,4D modeling
Citation:
Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton, "Interactive Animation of 4D Performance Capture," IEEE Transactions on Visualization and Computer Graphics, vol. 19, no. 5, pp. 762-773, May 2013, doi:10.1109/TVCG.2012.314
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