Combining vision and computer graphics for video motion capture

2003 ◽  
Vol 19 (6) ◽  
pp. 360-376 ◽  
Author(s):  
Jane Wilhelms ◽  
Allen Van Gelder
2013 ◽  
Vol 347-350 ◽  
pp. 2781-2784 ◽  
Author(s):  
Man Yu Zhang

In todays animation films, virtual character animation is a research field developing rapidly in computer graphics, and motion capture is the most significant component, which has brought about revolutionary change for 3D animation production technology. It makes that animation producers are able to drive animation image models directly with the use of actors performance actions and expressions, which has simplified animation manufacturing operation greatly and enhanced quality for animation production.


2016 ◽  
Vol 8 (1) ◽  
pp. 29-40
Author(s):  
Zbigniew Filutowicz ◽  
Krzysztof Przybyszewski ◽  
Józef Paszkowski

Abstract In recent years there has been a marked increase in the competitiveness of some very interesting (user) applications software within the field of computer graphics and animation. This paper presents an analysis of selected examples of the use of graphic applications software designed for professional use within various areas of human activity, and also focusses on the potential for further development of this software. Graphic applications software that makes use of motion capture, performance capture, time-lapse, morphing, Augmented Reality and the use of avatars in human-computer communication has become increasingly popular, cheap and simple.


2010 ◽  
Vol 2 (2) ◽  
pp. 192-203
Author(s):  
Elena Georgievna Yaremenko ◽  
Yelena Georgievna Yaremenko

The digital special effects industry is constantly in development and in search of new expressive means. The more and more popular 3D computer graphics can mold characters and objects similar to puppet animation but more detailed and convincing. Computer software makes it possible to fix human movements and create virtual characters. By means of the motion capture technology reflecting the subtlest shades of human plastique the computer catches the movements of the sensors fixed to the actor's face and body, analyzes the data and applies it the 3D model. As a result, screen characters behave like live people. As far as the audience is concerned, there is practically no difference between the reality recorded on film, video or photo, and that created by the artist's imagination with the help of the computer on the modern screen


World Science ◽  
2020 ◽  
Vol 2 (4(56)) ◽  
pp. 21-27
Author(s):  
Тимофіїва Я. Ю. ◽  
Довженко І. Б.

The article devoted to analyzing cinematic entertainment and connections between traditional techniques and computer graphics technologies. Have been analyzed the historical development and the popularity of computer graphics and digital effects. Have been identified difference between special and visuals effects, revealed the most popular techniques at the filmmaking, such as scale modelling, animatronics, stop-motion, slow-motion, time lapse, and the main of tracking methods − motion capture, match-moving, deepfake, also chroma- and lumakey. Have been revealed of their essence. All methods and techniques are compared by the number of highly qualified specialists involved, the budget spent, the time of creation and the audience's attention. Determined the most popular and effective visual method for viewers. Have been identified the perspectives of computer graphics and digital visual effects. Identified the relevance of combining computer graphics with footage.


2009 ◽  
Vol 45 (1) ◽  
pp. 12-18 ◽  
Author(s):  
Tsuyoshi MATSUKAWA ◽  
Kiyoko YOKOYAMA ◽  
Tomohiro UMETANI ◽  
Masanori NAGATA

Author(s):  
Lee D. Peachey ◽  
Lou Fodor ◽  
John C. Haselgrove ◽  
Stanley M. Dunn ◽  
Junqing Huang

Stereo pairs of electron microscope images provide valuable visual impressions of the three-dimensional nature of specimens, including biological objects. Beyond this one seeks quantitatively accurate models and measurements of the three dimensional positions and sizes of structures in the specimen. In our laboratory, we have sought to combine high resolution video cameras with high performance computer graphics systems to improve both the ease of building 3D reconstructions and the accuracy of 3D measurements, by using multiple tilt images of the same specimen tilted over a wider range of angles than can be viewed stereoscopically. Ultimately we also wish to automate the reconstruction and measurement process, and have initiated work in that direction.Figure 1 is a stereo pair of 400 kV images from a 1 micrometer thick transverse section of frog skeletal muscle stained with the Golgi stain. This stain selectively increases the density of the transverse tubular network in these muscle cells, and it is this network that we reconstruct in this example.


Author(s):  
J.R. McIntosh ◽  
D.L. Stemple ◽  
William Bishop ◽  
G.W. Hannaway

EM specimens often contain 3-dimensional information that is lost during micrography on a single photographic film. Two images of one specimen at appropriate orientations give a stereo view, but complex structures composed of multiple objects of graded density that superimpose in each projection are often difficult to decipher in stereo. Several analytical methods for 3-D reconstruction from multiple images of a serially tilted specimen are available, but they are all time-consuming and computationally intense.


1986 ◽  
Vol 13 (3) ◽  
pp. 441-448 ◽  
Author(s):  
Jeffrey L. Marsh ◽  
Michael W. Vannier ◽  
Stephen Bresina ◽  
Kaye M. Hemmer

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