Understanding Motion Capture for Computer Animation and Video Games

Book Understanding Motion Capture for Computer Animation and Video Games Cover

Read or download book entitled Understanding Motion Capture for Computer Animation and Video Games written by Alberto Menache and published by Morgan Kaufmann in PDF, EPUB and Kindle Format. Click Get This Book button to download or read online books. Join over 650.000 happy Readers and READ as many books as you like. We cannot guarantee that Understanding Motion Capture for Computer Animation and Video Games book is available in the library.

  • Publisher : Morgan Kaufmann
  • Release : 06 February 2023
  • ISBN : 0124906303
  • Page : 268 pages
  • Rating : 4.5/5 from 103 voters

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Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. 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 to not only learn motion capture, but also to understand the reasons behind its successes, failures, and increasing role in blockbuster films, such 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.

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Understanding Motion Capture for Computer Animation and Video Games

Understanding Motion Capture for Computer Animation and Video Games
  • Author : Alberto Menache
  • Publisher : Morgan Kaufmann
  • Release Date : 2000
  • ISBN : 0124906303
GET THIS BOOKUnderstanding Motion Capture for Computer Animation and Video Games

Motion capture is one of the most talked about and misunderstood technologies in computer animation because of its rocketing popularity and ambiguous implementation. 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 to not only learn motion capture, but also to understand the reasons behind its

Understanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation
  • Author : Alberto Menache
  • Publisher : Elsevier
  • Release Date : 2011-01-24
  • ISBN : 0123814979
GET THIS BOOKUnderstanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the

Understanding Motion Capture for Computer Animation

Understanding Motion Capture for Computer Animation
  • Author : Alberto Menache
  • Publisher : Morgan Kaufmann Pub
  • Release Date : 2011
  • ISBN : 0123814960
GET THIS BOOKUnderstanding Motion Capture for Computer Animation

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Computer Animation Complete

Computer Animation Complete
  • Author : Rick Parent,David S. Ebert,David Gould,Markus Gross,Chris Kazmier,Charles John Lumsden,Richard Keiser,Alberto Menache,Matthias Müller,F. Kenton Musgrave,Mark V. Pauly,Darwyn Peachey,Ken Perlin,Hanspeter Pfister,Jason Sharpe,Mark R. Wilkins,Martin Wicke,Nicholas Woolridge,Steve Worley
  • Publisher : Morgan Kaufmann
  • Release Date : 2009-10-13
  • ISBN : 0123785642
GET THIS BOOKComputer Animation Complete

A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction

Computer Animation

Computer Animation
  • Author : Rick Parent
  • Publisher : Elsevier
  • Release Date : 2007-11-01
  • ISBN : 9780080553856
GET THIS BOOKComputer Animation

Driven by the demands of research and the entertainment industry, the techniques of animation are pushed to render increasingly complex objects with ever-greater life-like appearance and motion. This rapid progression of knowledge and technique impacts professional developers, as well as students. Developers must maintain their understanding of conceptual foundations, while their animation tools become ever more complex and specialized. The second edition of Rick Parent's Computer Animation is an excellent resource for the designers who must meet this challenge. The

MoCap for Artists

MoCap for Artists
  • Author : Midori Kitagawa,Brian Windsor
  • Publisher : CRC Press
  • Release Date : 2020-10-14
  • ISBN : 9781136139666
GET THIS BOOKMoCap for Artists

Make motion capture part of your graphics and effects arsenal. This introduction to motion capture principles and techniques delivers a working understanding of today's state-of-the-art systems and workflows without the arcane pseudocodes and equations. Learn about the alternative systems, how they have evolved, and how they are typically used, as well as tried-and-true workflows that you can put to work for optimal effect. Demo files and tutorials provided on the companion CD deliver first-hand experience with some of the core

Human Motion

Human Motion
  • Author : Bodo Rosenhahn,Reinhard Klette,Dimitris Metaxas
  • Publisher : Springer Science & Business Media
  • Release Date : 2008
  • ISBN : 9781402066924
GET THIS BOOKHuman Motion

This is the first book which informs about recent progress in biomechanics, computer vision and computer graphics – all in one volume. Researchers from these areas have contributed to this book to promote the establishment of human motion research as a multi-facetted discipline and to improve the exchange of ideas and concepts between these three areas. The book combines carefully written reviews with detailed reports on recent progress in research.

Time-of-Flight and Depth Imaging. Sensors, Algorithms and Applications

Time-of-Flight and Depth Imaging. Sensors, Algorithms and Applications
  • Author : Marcin Grzegorzek,Christian Theobalt,Reinhard Koch,Andreas Kolb
  • Publisher : Springer
  • Release Date : 2013-11-09
  • ISBN : 9783642449642
GET THIS BOOKTime-of-Flight and Depth Imaging. Sensors, Algorithms and Applications

Cameras for 3D depth imaging, using either time-of-flight (ToF) or structured light sensors, have received a lot of attention recently and have been improved considerably over the last few years. The present techniques make full-range 3D data available at video frame rates, and thus pave the way for a much broader application of 3D vision systems. A series of workshops have closely followed the developments within ToF imaging over the years. Today, depth imaging workshops can be found at every

Moving Innovation

Moving Innovation
  • Author : Tom Sito
  • Publisher : MIT Press
  • Release Date : 2013-04-19
  • ISBN : 9780262314312
GET THIS BOOKMoving Innovation

A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put

Interactive Computer Animation

Interactive Computer Animation
  • Author : Nadia Magnenat-Thalmann,Daniel Thalmann
  • Publisher : Prentice Hall PTR
  • Release Date : 1996
  • ISBN : UCSC:32106013793150
GET THIS BOOKInteractive Computer Animation

An insider's guide to the newest, most exciting techniques for interactive computer animation.Tackling the huge challenge of creating human motion through a computer, this book examines the newest techniques for simulating cloth, hair and facial animation, and coordinating animated objects. Among the topics covered are: computer animation trends for the future, 3D character animation using motion capture, dynamic simulation and animation, systems that can simulate dance for choreographers; and creating virtual life.For professional animators, graphic designers and advanced

Computer Animation and Simulation ’96

Computer Animation and Simulation ’96
  • Author : Ronan Boulic,Gerard Hegron
  • Publisher : Springer
  • Release Date : 1996-08-14
  • ISBN : 3211828850
GET THIS BOOKComputer Animation and Simulation ’96

The 14 papers in this volume vividly demonstrate the current state of research in real-time animation. Half of the papers are dedicated to algorithm allowing the real-time animation of complex articulated structure in particular (humans, legged robots, plants) and of dynamic scenes in general. The proposed approaches cover from motion capture to motion reusability which are essential issues for high-end applications as 3D games, virtual reality, etc. Other topics treated are motion management for fast design of realistic movements, 2D and 3

Modelling and Motion Capture Techniques for Virtual Environments

Modelling and Motion Capture Techniques for Virtual Environments
  • Author : Nadia Magnenat-Thalmann,Daniel Thalmann
  • Publisher : Springer
  • Release Date : 2003-05-20
  • ISBN : 9783540493846
GET THIS BOOKModelling and Motion Capture Techniques for Virtual Environments

The CAPTECH'98 workshop took place at the University of Geneva on November 26–27, 1998, sponsored by FIP Working Group 5.10 (Computer Graphics and Virtual Worlds) and the Suisse Romande regional doctoral seminar in computer science. The subject of the conference was ongoing research in data capture and interpretation. The goals of capturing real world data in order to perceive, understand, and interpret them and then reacting to them in a suitable way are currently important research problems. These data can be very diverse:

Computational Studies of Human Motion

Computational Studies of Human Motion
  • Author : David A. Forsyth,Okan Arikan,Leslie Ikemoto,Deva Ramanan,James O'Brien
  • Publisher : Now Publishers Inc
  • Release Date : 2006
  • ISBN : 9781933019307
GET THIS BOOKComputational Studies of Human Motion

Computational Studies of Human Motion: Part 1, Tracking and Motion Synthesis reviews methods for kinematic tracking of the human body in video. The review confines itself to the earlier stages of motion, focusing on tracking and motion synthesis. There is an extensive discussion of open issues. The authors identify some puzzling phenomena associated with the choice of human motion representation --- joint angles vs. joint positions. The review concludes with a quick guide to resources and an extensive bibliography of over 400

3D Animation Essentials

3D Animation Essentials
  • Author : Andy Beane
  • Publisher : John Wiley & Sons
  • Release Date : 2012-01-25
  • ISBN : 9781118239056
GET THIS BOOK3D Animation Essentials

The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as

Game Anim

Game Anim
  • Author : Jonathan Cooper
  • Publisher : CRC Press
  • Release Date : 2021-04-19
  • ISBN : 9781000357806
GET THIS BOOKGame Anim

The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2