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Presents an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in the professional post-processing systems used in film and game production but which cannot be transposed “as ...
Motion capture systems usually work in conjunction with complex 3D applications, such as 3D Studio Max by Kinetix or Maya by Alias/Wavefront. Once models have been created in these applications, motion capture systems provide the necessary data input to an ...
Motion capture has been adopted for the production of highly realistic movements, as well as for the clinical analysis of pathological motion. In both cases, a skeleton model has to be identified to derive the joint motion. The optical technology has gaine ...
Motion capture techniques are rarely based on orientation measurements for two main reasons: (1) optical motion capture systems are designed for tracking object position rather than their orientation (which can be deduced from several trackers), (2) known ...
The challenge in virtual human modeling is to achieve the representation of the main human characteristics with as much realism as possible. Such achievements would allow the simulation and/or analysis of many virtual situations involving humans. Simulatio ...
Optical motion capture provides an impressive ability to replicate gestures. However, even with a highly professional system there are many instances where crucial markers are occluded or when the algorithm confuses the trajectory of one marker with that o ...
Identifying a precise anatomic skeleton is important in order to ensure high-quality motion capture. In this paper, we discuss two skeleton-fitting techniques based on 3D optical marker data. First, a local technique is proposed, based on relative marker t ...
Synthetic modeling of human bodies and the simulation of motion is a long-standing problem in animation and much work is involved before a near-realistic performance can be achieved. At present, it takes an experienced designer a very long time to build a ...
Nowadays, it becomes possible to show a live virtual stage application allowing a human's real time participation by motion capture. The big problem in participatory animation is figuring out where to place the camera and in what direction to point it to p ...
Real-time animation of virtual humans requires a dedicated architecture for the integration of different motion control techniques running into so-called actions. In this paper, we describe a software architecture called AGENTlib for the management of acti ...