4 research outputs found

    Practical color-based motion capture

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.Cataloged from PDF version of thesis.Includes bibliographical references (p. 93-101).Motion capture systems track the 3-D pose of the human body and are widely used for high quality content creation, gestural user input and virtual reality. However, these systems are rarely deployed in consumer applications due to their price and complexity. In this thesis, we propose a motion capture system built from commodity components that can be deployed in a matter of minutes. Our approach uses one or more webcams and a color garment to track either the user's upper body or hands for motion capture and user input. We demonstrate that custom designed color garments can simplify difficult computer vision problems and lead to efficient and robust algorithms for hand and upper body tracking. Specifically, our highly descriptive color patterns alleviate ambiguities that are commonly encountered when tracking only silhouettes or edges, allowing us to employ a nearest-neighbor approach to track either the hands or the upper body at interactive rates. We also describe a robust color calibration system that enables our color-based tracking to work against cluttered backgrounds and under multiple illuminants. We demonstrate our system in several real-world indoor and outdoor settings and describe proof-of-concept applications enabled by our system that we hope will provide a foundation for new interactions in computer aided design, animation control and augmented reality.by Robert Yuanbo Wang.Ph.D

    From motion capture to interactive virtual worlds : towards unconstrained motion-capture algorithms for real-time performance-driven character animation

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    This dissertation takes performance-driven character animation as a representative application and advances motion capture algorithms and animation methods to meet its high demands. Existing approaches have either coarse resolution and restricted capture volume, require expensive and complex multi-camera systems, or use intrusive suits and controllers. For motion capture, set-up time is reduced using fewer cameras, accuracy is increased despite occlusions and general environments, initialization is automated, and free roaming is enabled by egocentric cameras. For animation, increased robustness enables the use of low-cost sensors input, custom control gesture definition is guided to support novice users, and animation expressiveness is increased. The important contributions are: 1) an analytic and differentiable visibility model for pose optimization under strong occlusions, 2) a volumetric contour model for automatic actor initialization in general scenes, 3) a method to annotate and augment image-pose databases automatically, 4) the utilization of unlabeled examples for character control, and 5) the generalization and disambiguation of cyclical gestures for faithful character animation. In summary, the whole process of human motion capture, processing, and application to animation is advanced. These advances on the state of the art have the potential to improve many interactive applications, within and outside virtual reality.Diese Arbeit befasst sich mit Performance-driven Character Animation, insbesondere werden Motion Capture-Algorithmen entwickelt um den hohen Anforderungen dieser Beispielanwendung gerecht zu werden. Existierende Methoden haben entweder eine geringe Genauigkeit und einen eingeschränkten Aufnahmebereich oder benötigen teure Multi-Kamera-Systeme, oder benutzen störende Controller und spezielle Anzüge. Für Motion Capture wird die Setup-Zeit verkürzt, die Genauigkeit für Verdeckungen und generelle Umgebungen erhöht, die Initialisierung automatisiert, und Bewegungseinschränkung verringert. Für Character Animation wird die Robustheit für ungenaue Sensoren erhöht, Hilfe für benutzerdefinierte Gestendefinition geboten, und die Ausdrucksstärke der Animation verbessert. Die wichtigsten Beiträge sind: 1) ein analytisches und differenzierbares Sichtbarkeitsmodell für Rekonstruktionen unter starken Verdeckungen, 2) ein volumetrisches Konturenmodell für automatische Körpermodellinitialisierung in genereller Umgebung, 3) eine Methode zur automatischen Annotation von Posen und Augmentation von Bildern in großen Datenbanken, 4) das Nutzen von Beispielbewegungen für Character Animation, und 5) die Generalisierung und Übertragung von zyklischen Gesten für genaue Charakteranimation. Es wird der gesamte Prozess erweitert, von Motion Capture bis hin zu Charakteranimation. Die Verbesserungen sind für viele interaktive Anwendungen geeignet, innerhalb und außerhalb von virtueller Realität

    Performance-based control interface for character animation

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