This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Interactive Animation of 4D Performance Capture
May 2013 (vol. 19 no. 5)
pp. 762-773
Dan Casas, Centre for Vision Speech & Signal Process., Univ. of Surrey, Guildford, UK
M. Tejera, Centre for Vision Speech & Signal Process., Univ. of Surrey, Guildford, UK
J. Guillemaut, Centre for Vision Speech & Signal Process., Univ. of Surrey, Guildford, UK
A. Hilton, Centre for Vision Speech & Signal Process., Univ. of Surrey, Guildford, UK
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, M. Tejera, J. Guillemaut, A. 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
Usage of this product signifies your acceptance of the Terms of Use.