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Interactive Animation of 4D Performance Capture

dc.contributor.authorCasas, Dan
dc.contributor.authorTejera, Margara
dc.contributor.authorJean-Yves, Guillemaut
dc.contributor.authorHilton, Adrian
dc.date.accessioned2024-01-30T18:26:24Z
dc.date.available2024-01-30T18:26:24Z
dc.date.issued2012-11-30
dc.identifier.citationD. Casas, M. Tejera, J. -Y. Guillemaut and A. Hilton, "Interactive Animation of 4D Performance Capture," in IEEE Transactions on Visualization and Computer Graphics, vol. 19, no. 5, pp. 762-773, May 2013, doi: 10.1109/TVCG.2012.314es
dc.identifier.issn1077-2626
dc.identifier.urihttps://hdl.handle.net/10115/29273
dc.description.abstractA 4D parametric motion graph representation is presented for interactive animation from actor performance capture in a multiple camera studio. The representation is based on a 4D model database of temporally aligned mesh sequence reconstructions for multiple motions. High-level movement controls such as speed and direction are achieved by blending multiple mesh sequences of related motions. A real-time mesh sequence blending approach is introduced, which combines the realistic deformation of previous nonlinear solutions with efficient online computation. Transitions between different parametric motion spaces are evaluated in real time based on surface shape and motion similarity. Four-dimensional parametric motion graphs allow real-time interactive character animation while preserving the natural dynamics of the captured performance.es
dc.language.isoenges
dc.publisherIEEEes
dc.titleInteractive Animation of 4D Performance Capturees
dc.typeinfo:eu-repo/semantics/articlees
dc.identifier.doi10.1109/TVCG.2012.314es
dc.rights.accessRightsinfo:eu-repo/semantics/restrictedAccesses


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