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. In this
thesis, we propose algorithmic solutions to each of these problems.
First, two efficient mesh-based alternatives to simplify the
overall character animation process are proposed. Although
abandoning the concept of a kinematic skeleton, both techniques can
be directly integrated in the traditional pipeline, generating
animations with realistic body deformations. Thereafter, three
passive performance capture methods are presented which employ a
deformable model as underlying scene representation. The techniques
are able to jointly reconstruct spatio-temporally coherent
time-varying geometry, motion, and textural surface appearance of
subjects wearing loose and everyday apparel. Moreover, the acquired
high-quality reconstructions enable us to render realistic 3D
Videos. At the end, two novel algorithms for processing mesh
animations are described. The first one enables the fully-automatic
conversion of a mesh animation into a skeletonbased animation and
the second one automatically converts a mesh animation into an
animation collage, a new artistic style for rendering animations.
The methods described in the thesis can be regarded as solutions to
specific problems or important building blocks for a larger
application. As a whole, they form a powerful system to accurately
capture, manipulate and realistically render realworld human
performances, exceeding the capabilities of many related capture
techniques. By this means, we are able to correctly capture the
motion, the timevarying details and the texture information of a
real human performing, and transform it into a fully-rigged
character animation, that can be directly used by an animator, or
use it to realistically display the actor from arbitrary
viewpoints.
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