3D character performance capture based on hand motion analysis University of Ulster Acknowledgments Banjax Studios (www.ba...
context <ul><li>small studios need supportive tools </li></ul><ul><li>growth in 3D animation and in small studios competin...
the challenge <ul><li>provide a transparent interface </li></ul><ul><li>produce a system to capture realtime hand movement...
the challenge <ul><li>integrate with existing software </li></ul><ul><li>the finished system should integrate with existin...
the challenge <ul><li>integrate with existing workflow </li></ul><ul><li>existing approaches to motion capture usually sit...
the challenge <ul><li>use off-the-shelf hardware </li></ul><ul><li>a constraint is that the system should use easily obtai...
highlevel view of approach
realtime vision system <ul><li>differential finite element method </li></ul><ul><li>optical flow based approach that compa...
3d software plugin <ul><li>a thin client approach </li></ul><ul><li>plug-in performs a minimum processing to ease portabil...
progress <ul><li>realtime vision system </li></ul><ul><li>software infrastructure produced </li></ul><ul><li>preprocessing...
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3D character performance capture based on hand motion analysis

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Moore G and Condell J
University of Ulster, School of Computing and Mathematics, Faculty of Engineering, N. Ireland
University of Ulster, School of Computing and Intelligent Systems, Faculty of Engineering, N. Ireland

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3D character performance capture based on hand motion analysis

  1. 1. 3D character performance capture based on hand motion analysis University of Ulster Acknowledgments Banjax Studios (www.banjax.com) for their support and initial concept Midas initiative (www.midasinitiative.com/) for funding this project George Moore www.ulster.ac.uk/staff/g.moore.html Joan Condell www.ulster.ac.uk/staff/j.condell.html &
  2. 2. context <ul><li>small studios need supportive tools </li></ul><ul><li>growth in 3D animation and in small studios competing to produce output </li></ul><ul><li>almost all motion capture for 3D animation requires the use of intrusive markers or devices </li></ul><ul><li>most approaches are disruptive to the animation workflow and often require outsourcing the process </li></ul><ul><li>disruption to animation workflow increases costs </li></ul><ul><li>small studios find motion capture difficult to integrate and afford </li></ul>
  3. 3. the challenge <ul><li>provide a transparent interface </li></ul><ul><li>produce a system to capture realtime hand movements, without using markers or data gloves </li></ul><ul><li>use movements to animate a 3D model of a hand </li></ul><ul><li>the focus of the prototype is on a literal translation of the hand movements </li></ul><ul><li>eventually the goal is to provide gesture interpretation for animation and control of any 3D model </li></ul>
  4. 4. the challenge <ul><li>integrate with existing software </li></ul><ul><li>the finished system should integrate with existing animation software </li></ul><ul><li>the prototype is aimed at 3DS Max but the system is only loosely coupled to the target system </li></ul><ul><li>each target application will require a plug-in but most processing is performed before passing the data to the target system </li></ul>
  5. 5. the challenge <ul><li>integrate with existing workflow </li></ul><ul><li>existing approaches to motion capture usually sit to one side of the animation workflow </li></ul><ul><li>handpuppet3D is embedded in the workflow to improve productivity and quality of results </li></ul><ul><li>all handpuppet3D motion capture is performed in-house rather than being outsourced </li></ul>
  6. 6. the challenge <ul><li>use off-the-shelf hardware </li></ul><ul><li>a constraint is that the system should use easily obtainable components </li></ul><ul><li>this aids deployment within small studios and keeps cost down, an important factor for small studios </li></ul>
  7. 7. highlevel view of approach
  8. 8. realtime vision system <ul><li>differential finite element method </li></ul><ul><li>optical flow based approach that compares well to feature tracking and statistical methods, although it can be sensitive to intensity discontinuities </li></ul><ul><li>basic motion computed by processing the small amounts of optical flow that is present </li></ul><ul><li>basic motion, vector & speed data, translated into pose data and will ultimately be classified as gestures </li></ul><ul><li>m aintaining real-time processing will be challenging </li></ul>
  9. 9. 3d software plugin <ul><li>a thin client approach </li></ul><ul><li>plug-in performs a minimum processing to ease portability, most processing already completed in RVS </li></ul><ul><li>integrated with host application to allow full interaction with existing scene hierarchy and to allow model rigging to be independent of the plug-in </li></ul><ul><li>the plug-in will require a minimum of direct interaction to aid transparency </li></ul><ul><li>most interactions will be viewed via RVS in the form of gestures. </li></ul>
  10. 10. progress <ul><li>realtime vision system </li></ul><ul><li>software infrastructure produced </li></ul><ul><li>preprocessing being implemented </li></ul><ul><li>adaptation of motion tracking underway </li></ul><ul><li>3d software plugin </li></ul><ul><li>software infrastructure produced </li></ul><ul><li>data import completed (migrating to real-time feed) </li></ul><ul><li>interaction with scene hierarchy underway </li></ul>

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