Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Snap-together motion: assembling run-time animations
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Multiple Hypothesis Tracking for Automatic Optical Motion Capture
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
Free-viewpoint video of human actors
ACM SIGGRAPH 2003 Papers
Motion capture for the rest of us
Journal of Computing Sciences in Colleges
Enriching a motion collection by transplanting limbs
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Marker-free kinematic skeleton estimation from sequences of volume data
Proceedings of the ACM symposium on Virtual reality software and technology
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Precomputed search trees: planning for interactive goal-driven animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Synthesis and evaluation of linear motion transitions
ACM Transactions on Graphics (TOG)
Performance capture from sparse multi-view video
ACM SIGGRAPH 2008 papers
Activity classification for interactive game interfaces
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Predicting Missing Markers to Drive Real-Time Centre of Rotation Estimation
AMDO '08 Proceedings of the 5th international conference on Articulated Motion and Deformable Objects
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
On scaling strategies for the full-body postural control of virtual mannequins
Interacting with Computers
Object Tracking and Motion Capturing in Hardware-Accelerated Multi-camera System
ARC '09 Proceedings of the 5th International Workshop on Reconfigurable Computing: Architectures, Tools and Applications
Automatic construction of a minimum size motion graph
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Blind robust watermarking of 3d motion data
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Reuse of motion capture data in animation: a review
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
Computer animation system based on rough sets and fuzzy logic
RSCTC'10 Proceedings of the 7th international conference on Rough sets and current trends in computing
Expressive gait synthesis using PCA and Gaussian modeling
MIG'10 Proceedings of the Third international conference on Motion in games
Computer graphics and mass media: communicability analysis
ADNTIIC'10 Proceedings of the First international conference on Advances in new technologies, interactive interfaces, and communicability
Evaluating emotional content of acted and algorithmically modified motions
Transactions on edutainment VI
Predicting missing markers in real-time optical motion capture
3DPH'09 Proceedings of the 2009 international conference on Modelling the Physiological Human
Online RGB-D gesture recognition with extreme learning machines
Proceedings of the 15th ACM on International conference on multimodal interaction
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From the Publisher:In Understanding Motion Capture for Computer Animation and Video Games, industry insider Alberto Menache tells the complete story of motion capture, examining its technical details as well as its growth as an industry. Menache's narrative voice and in-depth technical discussions allow the reader not only to learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in such blockbuster films as Batman Forever and Batman and Robin. With its careful balance between technical analysis and industry trends, Understanding Motion Capture for Computer Animation and Video Games is the first book to explore the controversial art and practice of modern character animation using motion capture.