6,640 research outputs found

    Animating Human Muscle Structure

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    Graphical simulations of human muscle motion and deformation are of great interest to medical education. In this article, the authors present a technique for simulating muscle deformations by combining physically and geometrically based computations to reduce computation cost and produce fast, accurate simulations

    Drawing from motion capture : developing visual languages of animation

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    The work presented in this thesis aims to explore novel approaches of combining motion capture with drawing and 3D animation. As the art form of animation matures, possibilities of hybrid techniques become more feasible, and crosses between traditional and digital media provide new opportunities for artistic expression. 3D computer animation is used for its keyframing and rendering advancements, that result in complex pipelines where different areas of technical and artistic specialists contribute to the end result. Motion capture is mostly used for realistic animation, more often than not for live-action filmmaking, as a visual effect. Realistic animated films depend on retargeting techniques, designed to preserve actors performances with a high degree of accuracy. In this thesis, we investigate alternative production methods that do not depend on retargeting, and provide animators with greater options for experimentation and expressivity. As motion capture data is a great source for naturalistic movements, we aim to combine it with interactive methods such as digital sculpting and 3D drawing. As drawing is predominately used in preproduction, in both the case of realistic animation and visual effects, we embed it instead to alternative production methods, where artists can benefit from improvisation and expression, while emerging in a three-dimensional environment. Additionally, we apply these alternative methods for the visual development of animation, where they become relevant for the creation of specific visual languages that can be used to articulate concrete ideas for storytelling in animation

    Engineering visualization utilizing advanced animation

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    Engineering visualization is the use of computer graphics to depict engineering analysis and simulation in visual form from project planning through documentation. Graphics displays let engineers see data represented dynamically which permits the quick evaluation of results. The current state of graphics hardware and software generally allows the creation of two types of 3D graphics. The use of animated video as an engineering visualization tool is presented. The engineering, animation, and videography aspects of animated video production are each discussed. Specific issues include the integration of staffing expertise, hardware, software, and the various production processes. A detailed explanation of the animation process reveals the capabilities of this unique engineering visualization method. Automation of animation and video production processes are covered and future directions are proposed

    Application of 3D human pose estimation for motion capture and character animation

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    Abstract. Interest in motion capture (mocap) technology is growing every day, and the number of possible applications is multiplying. But such systems are very expensive and are not affordable for personal use. Based on that, this thesis presents the framework that can produce mocap data from regular RGB video and then use it to animate a 3D character according to the movement of the person in the original video. To extract the mocap data from the input video, one of the three 3D pose estimation (PE) methods that are available within the scope of the project is used to determine where the joints of the person in each video frame are located in the 3D space. The 3D positions of the joints are used as mocap data and are imported to Blender which contains a simple 3D character. The data is assigned to the corresponding joints of the character to animate it. To test how the created animation will be working in a different environment, it was imported to the Unity game engine and applied to the native 3D character. The evaluation of the produced animations from Blender and Unity showed that even though the quality of the animation might be not perfect, the test subjects found this approach to animation promising. In addition, during the evaluation, a few issues were discovered and considered for future framework development

    Bitter Lands - The Making Of A Short Animated Film

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    My thesis is centred around the creation of a short animated film. My goals included solidifying the union of my background in 2D animation and my more recently acquired skills in 3D animation, and furthering a fictional universe which I had created in a novella. As an artist I naturally come up with visual depictions of any narratives that I create, so the transition from written word to moving image was very organic. The animation depicts an exciting scene from early on in the timeline of my text. I imagine this short film could act as a “teaser trailer” for a hypothetical full-length animated film based on my novella. I chose a scene which I hope will leave viewers guessing and wanting to know more of the story, as teaser trailers attempt to do. I used character designs and environmental sketches which I had previously made to start the animation process. The modelling, rigging, and animation was done in Autodesk Maya, using both motion capture data and animation done by hand. I first created the character models and environment, then directed an actor through the motion capture process. I imported the motion capture data into Maya, cleaned it up and supplemented it with additional shots which I created from scratch. I also used Mudbox during the animation process. Post-production was done in Photoshop, AfterEffects and Flash. I rendered this animation entirely with toon shaders and included outlines around many elements, creating a look which is very similar to 2D. Using this technique, I retain what I consider the best parts of both disciplines: the charm and organic quality of 2D animation and the greatly simplified technical maneuvers, such as camera moves, of 3D animation. Creating this animation has made me even more excited about exploring the world which I have created in my narrative. I have also discovered a style of animation which greatly appeals to me by rendering my 3D work to look two dimensional. I hope that my experiment with this technique inspires others in the animation industry to try it as well, and that my narrative inspires everyone to explore their own stories, no matter what medium they may tell them through. Film: https://vimeo.com/14809608

    Patients Come to the Rescue of Special Effects: Why Patients Are an Essential Element in the Protection of Computer-Generated Special Effects

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    HeadOn: Real-time Reenactment of Human Portrait Videos

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    We propose HeadOn, the first real-time source-to-target reenactment approach for complete human portrait videos that enables transfer of torso and head motion, face expression, and eye gaze. Given a short RGB-D video of the target actor, we automatically construct a personalized geometry proxy that embeds a parametric head, eye, and kinematic torso model. A novel real-time reenactment algorithm employs this proxy to photo-realistically map the captured motion from the source actor to the target actor. On top of the coarse geometric proxy, we propose a video-based rendering technique that composites the modified target portrait video via view- and pose-dependent texturing, and creates photo-realistic imagery of the target actor under novel torso and head poses, facial expressions, and gaze directions. To this end, we propose a robust tracking of the face and torso of the source actor. We extensively evaluate our approach and show significant improvements in enabling much greater flexibility in creating realistic reenacted output videos.Comment: Video: https://www.youtube.com/watch?v=7Dg49wv2c_g Presented at Siggraph'1
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