Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
A facial model and animation techniques for animated speech
A facial model and animation techniques for animated speech
Computer Animation, Second Edition: Algorithms and Techniques
Computer Animation, Second Edition: Algorithms and Techniques
Activity recognition of the elderly
Proceedings of the 4th ACM International Workshop on Context-Awareness for Self-Managing Systems
Full body interaction for serious games in motor rehabilitation
Proceedings of the 2nd Augmented Human International Conference
A neural classifier for anomaly detection in magnetic motion capture
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Hi-index | 0.00 |
We are all aware of the increasingly realistic computer-generated human motion that abounds in movies, advertisements and especially games at present. This natural-looking appearance in many cases is attributed, as it has been for years, to the fine skills of professional animators in the Disney tradition. But more and more these realistic motions also involve the use of motion capture. We present the case that motion capture concepts and techniques are not the exclusive domain of big movie studios such as Industrial Light and Magic[11], or companies like House of Moves[10]. As educators in computer science and even other fields like graphics, art, mathematics, physical therapy, physics, we can and should introduce our students to the intricacies of this phenomenon. This paper will explain some of the basis of motion capture data and suggest ways it can be explored in courses or in research, even in a small college department without a big equipment budget.