• Title/Summary/Keyword: 3D motion capture

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Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.

Abstract of digital motion capture system and 3D game character animation application (디지털 모션캡쳐(Digital Motion Capture)시스템의 개요 및 3D게임 캐릭터 애니메이션 적용)

  • Choi, Tae-Jun;Lee, Dong-Lyeor;Sohn, Jong-Nam;kim, Tae-Yul
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.257-263
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    • 2006
  • Nowadays, 3-D(Three-dimensions) is used in various field such as Games, Movies, Animations etc. Especially the Role of 3-D computer graphic is being generalized by turnover of Screen from '2-dimensional' to '3-dimensional'. There are not enough data about 'Motion Capture' even though it plays main function in 3-dimensional movement. 'Motion Capture' could be also unfamiliar for people. And as a matter of fact, the use of this equipment is limited due to its high cost. Therefore, I studied the outline of Digital Motion Capture system and its application to 3-D game Character Animation. And I checked the movement of 3-D Character after transplanting the Motion Data to the 3-D Character. I acquired Motion Data by Optical Motion Capture Equipment which we possess and transplanted it into the 3-D Character then Implemented it as walking, running and hitting which are the basic motions of Expression.

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Generating 3-D Models of Human Motions by Motion Capture

  • Yamaguchi, I.;Tou, K.;Tan, J.K.;Ishikawa, S.;Naito, T.;Yokota, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1629-1632
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    • 2003
  • A technique is presented for generating a compound human motion from its primitive motions obtained by a motion capture system. Some human fundamental motions are modeled in a 3-D way and registered as primitive motions. Because the factorization method is used for the motion capture, calibration of video cameras and connection of the motion in the direction of time is both unnecessary. Employing these motions, various compound human motions are generated by connecting the motions after having applied rotation and parallel transformation to them. Linear interpolation is done at the discontinuous boundary between primitive motions and smooth connection is achieved. Experimental results show satisfactory performance of the proposed technique. The technique may contribute to producing various complicated human motions without much effort using a strict motion capture system.

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Development of a Real Time Three-Dimensional Motion Capture System by Using Single PSD Unit (단일 PSD를 이용한 실시간 3차원 모션캡쳐 시스템 개발)

  • Jo, Yong-Jun;Oh, Choon-Suk;Ryu, Young-Kee
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.11
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    • pp.1074-1080
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    • 2006
  • Motion capture systems are gaining popularity in entertainment, medicine, sports, education, and industry, with animation and gaming applications for entertainment taking the lead. A wide variety of systems are available for motion capture, but most of them are complicated and expensive. In the general class of optical motion capture, two or more optical sensors are needed to measure the 3D positions of the markers attached to the body. Recently, a 3D motion capture system using two Position Sensitive Detector (PSD) optical sensors was introduced to capture high-speed motion of an active infrared LED marker. The PSD-based system, however, is limited by a geometric calibration procedure for two PSD sensor modules that is too difficult for common customers. In this research, we have introduced a new system that used a single PSD sensor unit to obtain 3D positions of active IR LED-based markers. This new system is easy to calibrate and inexpensive.

A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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3D Animation Body Profiles from Full-body Scans and Motion Capture (풀바디 스캔과 모션 캡처를 활용한 3D 애니메이션 바디 프로필)

  • Jaewon Song;Sang Wook Chun;Subin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.59-67
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    • 2023
  • This paper proposes a 3D animated body profile using 3D body scanning and motion capture devices. Users can create their own personalized body profiles with animation by performing 3D scans for a predetermined set of poses. To achieve this, a template animation was obtained through motion capture for a series of poses, and the acquired 3D scan data from users was mapped to the key poses of the animation using Pose-space deformer. The resulting 3D animated body profiles provide users with greater satisfaction compared to traditional static 2D images or 3D scan data.

The Design of Abstract Layer for Motion Capture System (모션캡처 시스템을 위한 추상레이어의 설계)

  • Lee, Hee-Man
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.1 s.45
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    • pp.25-32
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    • 2007
  • In this paper, the abstract layer for motion capture system is designed and implemented to meet the various hardware and different capturing method. The abstract layer can offer the unified programming by providing device independent API(Application Programming Interface). The device drivers of the optical system and mechanical system are emulated to verify the designed abstract layer. The optical system employs the AOA Ole while the mechanical system uses BVH file. An application program is written to call the abstract layer functions to drive both optical and mechanical drivers and receive the frame data, simulated motion data, that are displayed sequentially on the computer screen by utilizing Direct3D.

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Real-time Markerless Facial Motion Capture of Personalized 3D Real Human Research

  • Hou, Zheng-Dong;Kim, Ki-Hong;Lee, David-Junesok;Zhang, Gao-He
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.129-135
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    • 2022
  • Real human digital models appear more and more frequently in VR/AR application scenarios, in which real-time markerless face capture animation of personalized virtual human faces is an important research topic. The traditional way to achieve personalized real human facial animation requires multiple mature animation staff, and in practice, the complex process and difficult technology may bring obstacles to inexperienced users. This paper proposes a new process to solve this kind of work, which has the advantages of low cost and less time than the traditional production method. For the personalized real human face model obtained by 3D reconstruction technology, first, use R3ds Wrap to topology the model, then use Avatary to make 52 Blend-Shape model files suitable for AR-Kit, and finally realize real-time markerless face capture 3D real human on the UE4 platform facial motion capture, this study makes rational use of the advantages of software and proposes a more efficient workflow for real-time markerless facial motion capture of personalized 3D real human models, The process ideas proposed in this paper can be helpful for other scholars who study this kind of work.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.