Animation and Performance Capture Using Digitized Models (Cognitive Systems Monographs) by Edilson de Aguiar
Springer; 2010 edition | December 15, 2009 | English | ISBN: 3642103154 | 169 pages | PDF | 12 MB
The realistic generation of virtual doubles of real-world actors has been the focus 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.