human animation
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2021 ◽  
Author(s):  
Tuanfeng Y. Wang ◽  
Duygu Ceylan ◽  
Krishna Kumar Singh ◽  
Niloy J. Mitra

2021 ◽  
Author(s):  
◽  
Snehal Poojary

<p>Numerous studies over the past decade have investigated to making human animation as realistic as possible, especially facial animation. Let’s consider facial animation for human speech. Animating a face, to match up to a speech, requires a lot of effort. Most of the process has now been automated to make it easier for the artist to create facial animation along with lip sync based on a speech provided by the user. While these systems concentrate on the mouth and tongue, where articulation of speech takes place, very little effort has gone to understand and to recreate the exact motion of the neck during speech. The neck plays an important role in voice production and hence it is essential to study the motion created by it.  The purpose of this research is to study the motion of the neck during speech. This research makes two contributions. First, predicting the motion of the neck around the strap muscles for a given speech. This is achieved by training a program with position data of marker placed on the neck along with its speech analysis data. Second, understanding the basic neck motion during speech. This will help an artist understand how the neck should be animated during speech.</p>


2021 ◽  
Author(s):  
◽  
Snehal Poojary

<p>Numerous studies over the past decade have investigated to making human animation as realistic as possible, especially facial animation. Let’s consider facial animation for human speech. Animating a face, to match up to a speech, requires a lot of effort. Most of the process has now been automated to make it easier for the artist to create facial animation along with lip sync based on a speech provided by the user. While these systems concentrate on the mouth and tongue, where articulation of speech takes place, very little effort has gone to understand and to recreate the exact motion of the neck during speech. The neck plays an important role in voice production and hence it is essential to study the motion created by it.  The purpose of this research is to study the motion of the neck during speech. This research makes two contributions. First, predicting the motion of the neck around the strap muscles for a given speech. This is achieved by training a program with position data of marker placed on the neck along with its speech analysis data. Second, understanding the basic neck motion during speech. This will help an artist understand how the neck should be animated during speech.</p>


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Chen Chen ◽  
Fahd S Alotaibi ◽  
Saeed Aldulaimi

Abstract Computer vision technology and video image processing technology in the visual rehearsal of sports dance is a hot research topic. Based on this research background, the thesis uses 3D mathematical modelling technology to interpolate and extract the captured sports and dance movement information to make the final synthesised human animation natural, smooth and lifelike. At the same time, the thesis realises the method of action cohesion through the definition of characteristic action unit attributes and association constraints. Then, it applies it to the visual rehearsal system of sports dance. Finally, the analysis of experimental results proves that the proposed method can improve the precision and recall of rehearsal.


2021 ◽  
Author(s):  
Lucas Mourot ◽  
Ludovic Hoyet ◽  
François Le Clerc ◽  
François Schnitzler ◽  
Pierre Hellier

2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Kai Liu ◽  
Qinghan Yang ◽  
Yuhao Lu ◽  
Taoyu Zhang ◽  
Shuo Chen

In the animation industry, with the development of computer software and hardware technology, a new technology began to emerge, that is, three-dimensional animation. Three-dimensional animation software first creates a virtual world in the computer. In this virtual three-dimensional world, the designer builds the model and scene according to the shape and size of the object to be represented and then sets the motion trajectory of the model, the motion of the virtual camera, and the scene according to the requirements. When setting other animation parameters, we need to assign specific materials to the model and turn on lights. When all this is completed, the computer can automatically calculate and generate the final picture. The software Maya can just help animators to complete this work. When using Maya, we can apply many professional courses such as action design, scene design, and storyboarding script design that we have learned. Maya is a 3D software with convenient operability. It can combine the rendered sequence frames with AE to show unique animations. Therefore, the three-dimensional production method is preferred in the production method. The production of animation based on the 3D software Maya brings infinite challenges. At the same time, it also helps everyone grow and has a good position for our employment direction.


2021 ◽  
Vol 27 (4) ◽  
pp. 419-424
Author(s):  
Dongbo Liu

ABSTRACT Objective: Provides interactive games and human animation real motion data and technical options. Therefore, how to complete the position, attitude detection, and motion recovery under monocular vision has become an important research direction. Methods: This paper improves the part-based human detection algorithm and uses the AdaBoost multi-instance learning algorithm to train the part detector. Results: The results show that obtaining blood pressure waveform based on monocular vision pulse wave is feasible and has generalization. Conclusions: The results show the feasibility and accuracy of the gait motion detection, motion recovery and analysis system for human lower limbs based on monocular vision. Level of evidence II; Therapeutic studies - investigation of treatment results.


2021 ◽  
Author(s):  
Jae Shin Yoon ◽  
Lingjie Liu ◽  
Vladislav Golyanik ◽  
Kripasindhu Sarkar ◽  
Hyun Soo Park ◽  
...  

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Yuqing Wang

Virtual reality technology has promoted the reform of education. This research mainly discusses college physical education teaching assisted by artificial intelligence-based virtual reality technology. According to the position change of the virtual human’s center of gravity, the spline keyframe interpolation method is used for interpolation, and the model pose obtained in each frame is rendered to obtain the virtual human’s animation. After synthesizing a virtual human animation with three-dimensional human motion data, the animation can have functions such as video storage, fast playback, slow playback, and freeze. At the same time, the system can also display and play the virtual human animation and the video shot by the camera on the same screen, in order to make an intuitive comparison of the athletes’ movements. Coaches can edit by hand or shoot the sports of outstanding domestic and foreign athletes on the spot and then use VC++6.0 as a development tool to analyze and get the simulation video of the 3D virtual human body. The virtual human animation technology in the motion analysis system is to relocate the three-dimensional motion data extracted from the video captured by the camera to the three-dimensional virtual human model we have established, and the three-dimensional virtual human will then simulate the technical actions of the athletes, which indirectly reflects that the three-dimensional movement information of the athletes enables coaches and athletes to observe the athletes’ technical movements in a three-dimensional space in real time, repeatedly, and from multiple angles so that the coach can accurately guide the athletes’ technical movements. Finally, a neural network based on artificial intelligence technology is used to evaluate the teaching effect. In the comparative experiment, 35% of the people in the virtual teaching experiment group were excellent, while the control group had only 10% in this excellent range (90–100). This research contributes to the smooth progress of VR technology teaching in colleges and universities.


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