The realistic generation of virtual doubles of real-world actors has been thefocus 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 thesis, 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 realistic3D 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 the thesis 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 andrealistically render realworld human performances, exceeding the capabilitiesof many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying 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. First book on the subject of Performance Capture The overall system is detailed in steps which helps the implementationIt includes an updated review of the most related work in the area It shows the whole pipeline from data capture to rendering the final result INDICE: Introduction - Preliminary Techniques - Interactive Shape Deformation and Editing Methods - Recording Studio: Data Acquisition and Data Processing - Natural Animation of Digitized Models - Problem Statement and Preliminaries - Poisson-based Skeleton-less Character Animation - Laplacian-based Skeleton-less Character Animation - Towards Performance Capture using Deformable Mesh.- Tracking - Problem Statement and Preliminaries - Video-Based Tracking of Scanned Humans - Feature Tracking for Mesh-based Performance Capture - Video-Based Performance Capture - High-Quality 3D Videos - Processing Mesh Animations -Reconstructing Fully-Rigged Characters - Designing Non-Photorealistic Animation Collages – Conclusions - Bibliography.
- ISBN: 978-3-642-10315-5
- Editorial: Springer
- Encuadernacion: Cartoné
- Páginas: 170
- Fecha Publicación: 15/01/2010
- Nº Volúmenes: 1
- Idioma: Inglés