Abstract | ||
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For realistic animation of an artificial character a body model that represents the character's kinematic structure is required. Hierarchical skeleton models are widely used which represent bodies as chains of bones with interconnecting joints. In video motion capture, animation parameters are derived from the performance of a subject in the real world. For this acquisition procedure too, a kinematic body model is required. Typically, the generation of such a model for tracking and animation is, at best, a semi-automatic process. We present a novel approach that estimates a hierarchical skeleton model of an arbitrary moving subject from sequences of voxel data that were reconstructed from multi-view video footage. Our method does not require a-priori information about the body structure. We demonstrate its performance using synthetic and real data. |
Year | DOI | Venue |
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2004 | 10.1145/1077534.1077546 | VRST |
Keywords | Field | DocType |
body model,kinematic body model,body structure,marker-free kinematic skeleton estimation,multi-view video footage,volume data,hierarchical skeleton model,kinematic structure,artificial character,realistic animation,animation parameter,tracking,motion capture | Voxel,Computer vision,Motion capture,Kinematics,Computer graphics (images),Computer science,Simulation,Animation,Artificial intelligence,Skeleton (computer programming),Model reconstruction | Conference |
ISBN | Citations | PageRank |
1-58113-907-1 | 11 | 1.01 |
References | Authors | |
23 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Christian Theobalt | 1 | 3211 | 159.16 |
Edilson De Aguiar | 2 | 514 | 25.53 |
Marcus A. Magnor | 3 | 1848 | 150.18 |
Holger Theisel | 4 | 1479 | 99.18 |
Hans-Peter Seidel | 5 | 12532 | 801.49 |