This document provides an overview of motion capture technology. It discusses the history and development of motion capture, including early uses of rotoscoping. It describes key differences between key frame animation and motion capture. The document outlines the main motion capture methods, including mechanical, optical, and magnetic systems. It discusses applications in entertainment, medicine, arts/education, and science/engineering. Advantages include more realistic movements while disadvantages include costs and need for specialized hardware/software.
Motion capture is the process of recording human movement using specialized cameras and mapping it onto digital characters. It began in the late 1800s with scientists like Eadweard Muybridge performing motion studies on humans and animals. Early motion capture involved rotoscoping, where animators traced over live-action footage frame-by-frame. Current motion capture uses technologies like optical, electromagnetic, or electromechanical systems to track markers on actors' bodies and translate their movements in real-time. Motion capture has applications in film, video games, medicine, engineering, and more.
Motion capture involves recording human movement digitally to create realistic animations. It began in the 1970s and has since spread. There are three main types: mechanical which tracks joint angles, magnetic which uses transmitters and receivers, and optical which uses cameras and reflective markers. Optical motion capture is most common due to its freedom of movement and high quality capture. Motion capture is used extensively in movies, video games, military, medicine, and more to create realistic animations and analyze movement.
This document provides an overview of motion capturing technology, including its history, techniques, applications, and conclusion. It discusses how motion capture works by recording human movement through cameras and mapping it onto digital characters. The document traces the evolution of motion capture from early techniques like rotoscoping in the 1970s to current optical, electromagnetic and mechanical methods. It outlines key applications in entertainment, video games, medicine and military. In conclusion, motion capture is an effective tool for realistically animating digital characters with captured human motions.
Motion capture technology involves recording human movement through specialized cameras and mapping it onto digital character models. Historically, rotoscoping was used, which involved animators tracing live-action footage frame-by-frame. Now, motion capture uses optical, magnetic, or mechanical techniques to track markers on an actor's body in real-time. The captured motion data is then fitted to a digital skeleton and can be edited or processed before being applied to animations. Motion capture has applications in entertainment, medicine, education, science, engineering, and more.
Motion capture involves recording human movement through specialized cameras and mapping it to a character model. Historically, rotoscoping was used, which traces live action frame by frame. Optical, magnetic, and mechanical are common mocap techniques. Motion capture is used in entertainment like films and games, medicine like gait analysis, and science/engineering like robot development. New areas of research include markerless mocap and cheaper techniques.
Motion capture is the process of recording human, animal, or object movement and translating it into a digital 3D model. Rotoscoping, invented in 1915, is considered an early form of motion capture. There are three main types: mechanical, optical, and magnetic. Optical motion capture uses multiple synchronized cameras and markers to track movement. It provides high quality but is expensive and post processing intensive. Magnetic motion capture uses sensors to track movement within a limited range without occlusion issues. Motion capture finds applications in video games, films, animation, education, and biomechanical analysis by enabling realistic animation of characters. While it provides benefits like rapid results, some disadvantages include specialized hardware/software requirements and artifacts from mismatches between the subject and digital
This document provides an overview of motion capture technology. It discusses the history and development of motion capture, including early uses of rotoscoping. It describes key differences between key frame animation and motion capture. The document outlines the main motion capture methods, including mechanical, optical, and magnetic systems. It discusses applications in entertainment, medicine, arts/education, and science/engineering. Advantages include more realistic movements while disadvantages include costs and need for specialized hardware/software.
Motion capture is the process of recording human movement using specialized cameras and mapping it onto digital characters. It began in the late 1800s with scientists like Eadweard Muybridge performing motion studies on humans and animals. Early motion capture involved rotoscoping, where animators traced over live-action footage frame-by-frame. Current motion capture uses technologies like optical, electromagnetic, or electromechanical systems to track markers on actors' bodies and translate their movements in real-time. Motion capture has applications in film, video games, medicine, engineering, and more.
Motion capture involves recording human movement digitally to create realistic animations. It began in the 1970s and has since spread. There are three main types: mechanical which tracks joint angles, magnetic which uses transmitters and receivers, and optical which uses cameras and reflective markers. Optical motion capture is most common due to its freedom of movement and high quality capture. Motion capture is used extensively in movies, video games, military, medicine, and more to create realistic animations and analyze movement.
This document provides an overview of motion capturing technology, including its history, techniques, applications, and conclusion. It discusses how motion capture works by recording human movement through cameras and mapping it onto digital characters. The document traces the evolution of motion capture from early techniques like rotoscoping in the 1970s to current optical, electromagnetic and mechanical methods. It outlines key applications in entertainment, video games, medicine and military. In conclusion, motion capture is an effective tool for realistically animating digital characters with captured human motions.
Motion capture technology involves recording human movement through specialized cameras and mapping it onto digital character models. Historically, rotoscoping was used, which involved animators tracing live-action footage frame-by-frame. Now, motion capture uses optical, magnetic, or mechanical techniques to track markers on an actor's body in real-time. The captured motion data is then fitted to a digital skeleton and can be edited or processed before being applied to animations. Motion capture has applications in entertainment, medicine, education, science, engineering, and more.
Motion capture involves recording human movement through specialized cameras and mapping it to a character model. Historically, rotoscoping was used, which traces live action frame by frame. Optical, magnetic, and mechanical are common mocap techniques. Motion capture is used in entertainment like films and games, medicine like gait analysis, and science/engineering like robot development. New areas of research include markerless mocap and cheaper techniques.
Motion capture is the process of recording human, animal, or object movement and translating it into a digital 3D model. Rotoscoping, invented in 1915, is considered an early form of motion capture. There are three main types: mechanical, optical, and magnetic. Optical motion capture uses multiple synchronized cameras and markers to track movement. It provides high quality but is expensive and post processing intensive. Magnetic motion capture uses sensors to track movement within a limited range without occlusion issues. Motion capture finds applications in video games, films, animation, education, and biomechanical analysis by enabling realistic animation of characters. While it provides benefits like rapid results, some disadvantages include specialized hardware/software requirements and artifacts from mismatches between the subject and digital
This document provides an overview of motion capture technology. It discusses the history of motion capture beginning in the 1970s. It describes the main types of motion capture: mechanical, magnetic, and optical. Mechanical motion capture uses an exoskeleton with encoders to track joint movement, but has limited freedom of movement. Magnetic motion capture uses sensors and a magnetic field but any metal can distort the data. Optical motion capture is most common, using multiple cameras to triangulate the 3D position of markers. The document outlines advantages and disadvantages of each method.
The document discusses motion capture production. It defines motion capture as sampling and recording the motion of humans, animals, and objects as 3D data. It then lists some common applications of motion capture such as film/animation, video games, medical, and military. The document goes on to provide a brief history of motion capture, showing some early examples. It also showcases different motion capture systems including optical, magnetic, and mechanical systems. It provides details on how each system works and their advantages.
Motion capture involves sensing and recording human or object motion as 3D data. There are several motion capture methods, including prosthetic, acoustic, electromagnetic, optical fiber, and optical. Optical motion capture uses reflective markers and high-speed cameras to capture high accuracy marker data. The motion data goes through processing like cleanup and mapping to digital characters. Motion capture is used extensively in movies for animating realistic characters and scenes but has limitations like expense and inability to add more expression than what is captured. Future improvements may include markerless motion capture and cheaper systems.
Motion capture technology involves recording human movements and translating them onto digital models. There are several types of motion capture techniques, including optical, mechanical, and magnetic. Optical motion capture uses multiple cameras to track passive or active markers placed on an actor's body. Early motion capture systems involved tracing live-action footage frame-by-frame (rotoscoping). Modern optical systems can capture high-resolution movement data at fast frame rates.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Animatronics is the use of mechatronics to create machines that appear lifelike rather than robotic. The design process involves sculpting, mold making, armature fabrication, costuming, and programming. Animatronics are used in entertainment like movies and theme parks to bring characters and creatures to life. While animatronics provide realistic experiences, the technology is also very costly, complex, time-consuming, and requires skilled labor.
The Gesture Recognition Technology is rapidly growing technology and this PPT describes about the working of gesture recognition technology,the sub fields in it, its applications and the challenges it faces.
Motion capture is the process of recording movements of humans or objects and translating that data into digital form that can be used in films, games, and other media. It works by tracking markers placed on actors' bodies and using multiple synchronized cameras to triangulate the 3D positions over time. Early motion capture used mechanical exoskeletons connected to joints, but modern optical systems track passive reflective markers with cameras in the infrared spectrum. Optical motion capture is now commonly used in film production due to its accuracy and ability to capture complex performances without wires or sensors restricting movement.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Motion Capture is most widely used in entertainment, sports, medical applications and computer vision validation. In some fields, it is referred to as motion tracking, but in games and filmmaking, it is called matchmaking. There are many advantages and disadvantages of motion capture.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Animatronics is a cross between animation and electronics. What is Animatronics? Basically, an animatronics is a mechanized puppet. It may be preprogrammed or remotely controlled.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
The production of an animated film involves three main stages: pre-production, production, and post-production. In pre-production, the story, characters, and animatics are developed. Production includes modeling, texturing, lighting, rigging, and animating the characters. Post-production consists of compositing the elements, adding sound editing, and video editing to finalize the film.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
A presentation on Augmented Reality, The basic principles involved and various types of Augmented Reality. Presented on Govt. College of Technology, Coimbatore.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
Transactional memory is an approach to concurrency that avoids many of the problems with traditional locking approaches like deadlocks and priority inversions. The TL2 algorithm implements transactional memory using software. It associates version numbers with memory locations and tracks read and write sets for transactions. Transactions validate that no other transactions have modified memory since it was read, acquire write locks, and if successful, commit writes by updating version numbers. Hardware transactional memory instead uses CPU caches and modified cache coherence protocols to detect conflicts during transactions.
Real time-image-processing-applied-to-traffic-queue-detection-algorithmajayrampelli
This document describes a real-time image processing algorithm for detecting traffic queues. The algorithm uses two operations: motion detection and vehicle detection. Motion detection involves differencing consecutive image frames and comparing the difference to a threshold. Vehicle detection applies edge detection techniques to image profiles. The algorithm aims to measure queue parameters like length, occurrence period, and slope in real-time using low-cost systems. It processes image sub-profiles to reduce computation time. Experimental results found the algorithm could measure queue length with 95% accuracy.
This document provides an overview of motion capture technology. It discusses the history of motion capture beginning in the 1970s. It describes the main types of motion capture: mechanical, magnetic, and optical. Mechanical motion capture uses an exoskeleton with encoders to track joint movement, but has limited freedom of movement. Magnetic motion capture uses sensors and a magnetic field but any metal can distort the data. Optical motion capture is most common, using multiple cameras to triangulate the 3D position of markers. The document outlines advantages and disadvantages of each method.
The document discusses motion capture production. It defines motion capture as sampling and recording the motion of humans, animals, and objects as 3D data. It then lists some common applications of motion capture such as film/animation, video games, medical, and military. The document goes on to provide a brief history of motion capture, showing some early examples. It also showcases different motion capture systems including optical, magnetic, and mechanical systems. It provides details on how each system works and their advantages.
Motion capture involves sensing and recording human or object motion as 3D data. There are several motion capture methods, including prosthetic, acoustic, electromagnetic, optical fiber, and optical. Optical motion capture uses reflective markers and high-speed cameras to capture high accuracy marker data. The motion data goes through processing like cleanup and mapping to digital characters. Motion capture is used extensively in movies for animating realistic characters and scenes but has limitations like expense and inability to add more expression than what is captured. Future improvements may include markerless motion capture and cheaper systems.
Motion capture technology involves recording human movements and translating them onto digital models. There are several types of motion capture techniques, including optical, mechanical, and magnetic. Optical motion capture uses multiple cameras to track passive or active markers placed on an actor's body. Early motion capture systems involved tracing live-action footage frame-by-frame (rotoscoping). Modern optical systems can capture high-resolution movement data at fast frame rates.
Lecture 9 of the COMP 4010 course in AR/VR from the University of South Australia. This was taught by Mark Billinghurst on October 5th, 2021. This lecture describes VR input devices, VR systems and rapid prototyping tools.
Lecture 11 of the COMP 4010 class on Augmented Reality and Virtual Reality. This lecture is about VR applications and was taught by Mark Billinghurst on October 19th 2021 at the University of South Australia
Animatronics is the use of mechatronics to create machines that appear lifelike rather than robotic. The design process involves sculpting, mold making, armature fabrication, costuming, and programming. Animatronics are used in entertainment like movies and theme parks to bring characters and creatures to life. While animatronics provide realistic experiences, the technology is also very costly, complex, time-consuming, and requires skilled labor.
The Gesture Recognition Technology is rapidly growing technology and this PPT describes about the working of gesture recognition technology,the sub fields in it, its applications and the challenges it faces.
Motion capture is the process of recording movements of humans or objects and translating that data into digital form that can be used in films, games, and other media. It works by tracking markers placed on actors' bodies and using multiple synchronized cameras to triangulate the 3D positions over time. Early motion capture used mechanical exoskeletons connected to joints, but modern optical systems track passive reflective markers with cameras in the infrared spectrum. Optical motion capture is now commonly used in film production due to its accuracy and ability to capture complex performances without wires or sensors restricting movement.
COMP 4010 - Lecture 1: Introduction to Virtual RealityMark Billinghurst
Lecture 1 of the VR/AR class taught by Mark Billinghurst and Bruce Thomas at the University of South Australia. This lecture provides an introduction to VR and was taught on July 26th 2016.
Motion Capture is most widely used in entertainment, sports, medical applications and computer vision validation. In some fields, it is referred to as motion tracking, but in games and filmmaking, it is called matchmaking. There are many advantages and disadvantages of motion capture.
Keynote speech given by Mark Billinghurst at the ISS 2022 conference. Presented on November 22nd, 2022. This keynote outlines some research opportunities in the Metaverse.
Animatronics is a cross between animation and electronics. What is Animatronics? Basically, an animatronics is a mechanized puppet. It may be preprogrammed or remotely controlled.
This document provides an introduction to extended reality technologies from Mark Billinghurst, the director of the Empathic Computing Lab at the University of South Australia. It outlines Billinghurst's background and research interests. It then provides an overview of the class, including assignments, equipment available, and the lecture schedule. The lecture schedule covers topics such as augmented reality, virtual reality, the metaverse, and the history of AR/VR.
The production of an animated film involves three main stages: pre-production, production, and post-production. In pre-production, the story, characters, and animatics are developed. Production includes modeling, texturing, lighting, rigging, and animating the characters. Post-production consists of compositing the elements, adding sound editing, and video editing to finalize the film.
Lecture 7 from the COMP 4010 class on AR and VR. This lecture was about Designing AR systems. It was taught on September 7th 2021 by Mark Billinghurst from the University of South Australia.
COMP 4010 Lecture7 3D User Interfaces for Virtual RealityMark Billinghurst
Lecture 7 of the COMP 4010 course in Virtural Reality. This lecture was about 3D User Interfaces for Virtual Reality. The lecture was taught by Mark Billinghurst on September 13th 2016 at the University of South Australia.
A presentation on Augmented Reality, The basic principles involved and various types of Augmented Reality. Presented on Govt. College of Technology, Coimbatore.
A lecture give on AR Tehchnology taught as part of the COMP 4010 course on AR/VR. This lecture was taught by Mark Billinghurst on August 10th 2021 at the University of South Australia.
Transactional memory is an approach to concurrency that avoids many of the problems with traditional locking approaches like deadlocks and priority inversions. The TL2 algorithm implements transactional memory using software. It associates version numbers with memory locations and tracks read and write sets for transactions. Transactions validate that no other transactions have modified memory since it was read, acquire write locks, and if successful, commit writes by updating version numbers. Hardware transactional memory instead uses CPU caches and modified cache coherence protocols to detect conflicts during transactions.
Real time-image-processing-applied-to-traffic-queue-detection-algorithmajayrampelli
This document describes a real-time image processing algorithm for detecting traffic queues. The algorithm uses two operations: motion detection and vehicle detection. Motion detection involves differencing consecutive image frames and comparing the difference to a threshold. Vehicle detection applies edge detection techniques to image profiles. The algorithm aims to measure queue parameters like length, occurrence period, and slope in real-time using low-cost systems. It processes image sub-profiles to reduce computation time. Experimental results found the algorithm could measure queue length with 95% accuracy.
This document provides an overview of using the Kinect motion capture device with KinectToPin software to capture and import motion data into After Effects. It discusses the hardware and software needed, including the Kinect sensor, OpenNI driver, and KinectToPin application. It then covers the motion capture process from setting up the capture space to acting for the Kinect and importing the tracking data into After Effects. Guidelines are provided for rigging characters and using the Puppet Tool for animation. The document concludes by mentioning some other free and commercial tools for motion capture and animation beyond After Effects.
This document is the master's thesis of Tamás Martinec titled "Real-Time Non-Photorealistic Shadow Rendering". The thesis discusses non-photorealistic rendering (NPR) techniques, real-time shadow rendering algorithms, and presents an example of combining hatching-based NPR with shadow mapping to generate stylized shadows in real-time. The thesis is divided into chapters covering NPR techniques and styles, real-time shadow rendering methods, graphics hardware and shaders, and a demonstration implementing hatching and shadowed hatching shaders.
IIRS_CRP Report by Parth Gondaliya and Huzaifa AnsariPARTH GONDALIYA
This document provides an introduction to photogrammetry and discusses close-range photogrammetry. It defines photogrammetry as obtaining 3D information from 2D photographs or images. Close-range photogrammetry involves taking photos of objects from short distances. The document outlines the workflow of close-range photogrammetry and compares it to laser scanning. It states the objectives of the study are to evaluate the accuracy and usefulness of digital cameras, including mobile phone cameras, for close-range photogrammetry applications.
The document discusses novel paradigms for parallel programming on multicore processors. It covers parallel programming paradigms like transactional memory, which provides an easy way for programmers to achieve speed and balance. The document describes software transactional memory (STM) and hardware transactional memory (HTM), discussing their approaches to concurrency control, version management, and conflict detection. It also covers using STM for slot scheduling to efficiently schedule requests across threads to a shared resource.
Skinput is an input technology that uses bio-acoustic sensing to localize finger taps on the skin. An armband equipped with acoustic detectors and a pico-projector can project a graphical interface onto the skin and detect taps to provide touch input without direct instrumentation of the skin. Potential applications include controlling mobile devices, gaming, education and accessibility for disabled users. While promising direct manipulation, challenges include cost, health effects, and size of current armband prototypes. Future research aims to improve accuracy, expand capabilities and miniaturize components.
Mobile IP is an Internet Engineering Task Force (IETF) standard designed to allow mobile device users to move between networks while maintaining a permanent IP address. It uses a home address for identification and a care-of address for routing. Key functions include foreign agent discovery, home agent registration using registration requests and replies, and tunneling via encapsulation to forward packets to the mobile node's care-of address. Route optimization enables direct communication between a correspondent node and the mobile node to improve efficiency.
Pixar is an animation studio based in California that is known for its CGI animated films. Pixar has won 22 Academy Awards for its films, which are created using its own RenderMan rendering software. Pixar released its first feature film, Toy Story, in 1995 and has since produced several other successful films using CGI animation and compelling storylines.
The document discusses different types of motion capture systems including optical, non-optical, and facial motion capture systems. Optical systems use cameras and markers to calculate 3D positions. Non-optical systems include inertial systems using sensors, mechanical systems using exoskeletons, and magnetic systems tracking magnetic fields. Facial motion capture aims to record complex facial movements. Motion capture technology is used in entertainment, sports, medical applications, and robotics research.
Motion Capture Technology Computer Graphics
What is is, How its works, Types of it, Modern world usages and EA sports Motion CAP studio.
Video of EA Sports MotionCap Studio CANADA.
This document discusses motion capture using computer vision. It introduces motion capture as the process of recording object and human movements. Motion capture is used in filmmaking, video games, and other industries to animate digital characters based on actor movements. The document then compares motion capture in a studio setting versus using computer vision, noting that computer vision allows for lower costs, more convenience and efficiency compared to traditional studios. It proposes building a web application for online motion capture using a webcam to capture body motions for applications like games and movies. Limitations of motion capture are also outlined.
Humans have evolved to better survive and have evolved their invention. In today’s age, a
large number of robots are placed in many areas replacing manpower in severe or dangerous
workplaces. Moreover, the most important thing is to take care of this technology for developing
robots progresses. This paper proposes an autonomous moving system which automatically finds its
target from a scene, lock it and approach towards its target and hits through a shooting mechanism.
The main objective is to provide reliable, cost effective and accurate technique to destroy an unusual
threat in the environment using image processing.
Humans have evolved to better survive and have evolved their invention. In today’s age, a
large number of robots are placed in many areas replacing manpower in severe or dangerous
workplaces. Moreover, the most important thing is to take care of this technology for developing
robots progresses. This paper proposes an autonomous moving system which automatically finds its
target from a scene, lock it and approach towards its target and hits through a shooting mechanism.
The main objective is to provide reliable, cost effective and accurate technique to destroy an unusual
threat in the environment using image processing.
ROBOTOR AN AUTONOMOUS VEHICLE FOR TARGET DETECTION AND SHOOTINGIAEME Publication
Humans have evolved to better survive and have evolved their invention. In today’s age, a large number of robots are placed in many areas replacing manpower in severe or dangerous
workplaces. Moreover, the most important thing is to take care of this technology for developing robots progresses. This paper proposes an autonomous moving system which automatically finds its target from a scene, lock it and approach towards its target and hits through a shooting mechanism.
This document discusses motion capture techniques for animating 3D characters. It begins by explaining that motion capture involves recording live movements and translating them into digital data to recreate performances in 3D. It then discusses the history of rotoscoping techniques and the motion capture pipeline involving planning, shooting, data processing, and mapping movements to characters. The document provides examples of motion capture usage in feature films and discusses techniques for retargeting motions between characters and using state machines and scripting to sequence movements. It concludes by noting the increasing use of artificial intelligence to control large numbers of animated characters.
Interactive Full-Body Motion Capture Using Infrared Sensor Network ijcga
The document describes a new technique for interactive full-body motion capture using multiple infrared sensors. It processes data from each sensor independently and then combines the results to enhance flexibility and accuracy. The method aims to maintain real-time performance while improving on issues like limited actor orientation, inaccurate joint tracking, and conflicting data from individual sensors.
Interactive full body motion capture using infrared sensor networkijcga
Traditional motion capture (mocap) has been
well
-
stud
ied in visual science for
the last decades
. However
the fie
ld is mostly about capturing
precise animation to be used in
specific
application
s
after
intensive
post
processing such as studying biomechanics or rigging models in movies. These data set
s are normally
captured in complex laboratory environments with
sophisticated
equipment thus making motion capture a
field that is mostly exclusive to professional animators.
In
addition
, obtrusive sensors must be attached to
actors and calibrated within t
he capturing system, resulting in limited and unnatural motion.
In recent year
the rise of computer vision and interactive entertainment opened the gate for a different type of motion
capture which focuses on producing
optical
marker
less
or mechanical sens
orless
motion capture.
Furtherm
ore a wide array of low
-
cost
device are released that are easy to use
for less mission critical
applications
.
This paper
describe
s
a new technique of using multiple infrared devices to process data from
multiple infrared sensors to enhance the flexibility and accuracy of the markerless mocap
using commodity
devices such as Kinect
. The method involves analyzing each individual sensor
data, decompose and rebuild
them into a uniformed skeleton across all sensors. We then assign criteria to define the confidence level of
captured signal from
sensor. Each sensor operates on its own process and communicates through MPI.
Our method emphasize
s on the need of minimum calculation overhead for better real time performance
while being able to maintain good scalability
IRJET- Border Security using Computer VisionIRJET Journal
1. The document describes a computer vision system for border security that uses image processing techniques to automatically detect, track, and destroy targets.
2. The system uses a video camera to capture images that are processed on a computer using MATLAB. Targets can be automatically tracked using image processing algorithms or manually selected by a user.
3. Once a target is selected, the microcontroller controls a mounted gun to track and potentially shoot the target. The goal of the system is to secure borders automatically while reducing human effort.
1) Digital cinema industry suffers huge losses from illegal recording of movies in theaters. The proposed system uses an IR camera to determine the location of cameras illegally recording movies by applying Fractional Spline wavelet Transform and Location Tracking Algorithm techniques.
2) The system was implemented using an IR camera, Matlab 18a, and the Matlab Image Processing Toolbox. Experimental results validated that the system could accurately determine the position of cameras in a theater.
3) By locating illegally recording cameras, this system may help deter piracy and reduce losses for the digital cinema industry.
Motion capture technology involves dressing human actors in leotards covered with reflective markers. Multiple cameras then capture the actors' motions which are converted into digital data representing a composite character. This data can then be modified using animation software. The end result is a life-like digital character that appears to interact directly with human actors, as seen with the character Gollum in The Lord of the Rings movies. While effective, motion capture still requires human intervention in processing the data and re-shooting may be necessary if any errors occur. However, the technique is more realistic and less time consuming than traditional animation methods, ensuring its continued use in films and video games.
Human Motion Detection in Video Surveillance using Computer Vision TechniqueIRJET Journal
The document discusses a technique for detecting human motion in video surveillance using computer vision. It proposes a method called DECOLOR (Detecting Contiguous Outliers in the LOw-rank Representation) that formulates object detection as outlier detection in a low-rank representation of video frames. This allows it to detect moving objects flexibly without assumptions about foreground or background behavior. DECOLOR simultaneously performs object detection and background estimation using only the test video sequence, without requiring training data. The method models the outlier support explicitly and favors spatially contiguous outliers, making it suitable for detecting clustered foreground objects like people. It achieves more accurate detection and background estimation than state-of-the-art robust principal component analysis methods.
This document discusses various photo optical techniques used to capture and analyze human movement, including cinematography, video, and optoelectric techniques. It describes cine cameras, their characteristics, types, lenses, and camera positioning. It also discusses other measurement devices like accelerometers, gyroscopes, force platforms, footswitches, and instrumented walkways that are used along with video recordings to measure temporal gait parameters and forces during walking. The analysis of gait cycle and advantages of using video recording for gait analysis are also summarized.
IRJET- Moving Object Detection with Shadow Compression using Foreground Segme...IRJET Journal
The document describes a study that investigates using foreground segmentation to extract moving objects from videos by detecting differences between frames, with the goal of tracking silhouettes of moving objects to create an interactive video display. The researchers propose using a statistical approach to segment foreground objects and apply filtering techniques to reduce noise from the extracted shadows. The results indicate the extraction process accurately tracks motion and outlines of foreground objects between frames.
The document summarizes a research paper on real-time automatic object tracking using pan-tilt-zoom cameras in an IP surveillance system.
[1] It proposes a system that can track moving objects in real-time using a single PTZ camera through motion detection algorithms, camera calibration models, and sending control commands to the camera.
[2] The system detects motion through background subtraction and blob analysis techniques. It computes the target's centroid and uses calibration equations to determine pan-tilt values to center the target. Control commands are sent to move the camera accordingly.
[3] Experimental results on both offline and real-time indoor data show the system can successfully detect and track a moving person while keeping
Read about commonly used software, tools, and technology used in visual effects to created better films and games in this presentation from animation courses institute. Here we shows 5 visual effect techniques commonly used in animation.
A Fast Single-Pixel Laser Imager for VR/AR Headset TrackingPing Hsu
In this work we demonstrate a highly flexible laser imaging system for 3D sensing applications such as in tracking of VR/AR headsets, hands and gestures. The system uses a MEMS mirror scan module to transmit low power laser pulses over programmable areas within a field of view and uses a single photodiode to measure the reflected light...
This document discusses visual pattern recognition in robotics. It describes a system that uses a camera to capture images of traffic sign boards. It then performs three main steps: 1) color-based filtering to isolate the sign board, 2) locating the sign board in the image, and 3) detecting and recognizing the pattern inside the sign board. This allows the robot to understand the sign and move accordingly. The document provides details of the methodology, including image acquisition with MATLAB, image processing steps to analyze the image and extract the sign board, and using the pattern recognition results to control the robot's movement.
Software Engineering and Project Management - Introduction, Modeling Concepts...Prakhyath Rai
Introduction, Modeling Concepts and Class Modeling: What is Object orientation? What is OO development? OO Themes; Evidence for usefulness of OO development; OO modeling history. Modeling
as Design technique: Modeling, abstraction, The Three models. Class Modeling: Object and Class Concept, Link and associations concepts, Generalization and Inheritance, A sample class model, Navigation of class models, and UML diagrams
Building the Analysis Models: Requirement Analysis, Analysis Model Approaches, Data modeling Concepts, Object Oriented Analysis, Scenario-Based Modeling, Flow-Oriented Modeling, class Based Modeling, Creating a Behavioral Model.
Rainfall intensity duration frequency curve statistical analysis and modeling...bijceesjournal
Using data from 41 years in Patna’ India’ the study’s goal is to analyze the trends of how often it rains on a weekly, seasonal, and annual basis (1981−2020). First, utilizing the intensity-duration-frequency (IDF) curve and the relationship by statistically analyzing rainfall’ the historical rainfall data set for Patna’ India’ during a 41 year period (1981−2020), was evaluated for its quality. Changes in the hydrologic cycle as a result of increased greenhouse gas emissions are expected to induce variations in the intensity, length, and frequency of precipitation events. One strategy to lessen vulnerability is to quantify probable changes and adapt to them. Techniques such as log-normal, normal, and Gumbel are used (EV-I). Distributions were created with durations of 1, 2, 3, 6, and 24 h and return times of 2, 5, 10, 25, and 100 years. There were also mathematical correlations discovered between rainfall and recurrence interval.
Findings: Based on findings, the Gumbel approach produced the highest intensity values, whereas the other approaches produced values that were close to each other. The data indicates that 461.9 mm of rain fell during the monsoon season’s 301st week. However, it was found that the 29th week had the greatest average rainfall, 92.6 mm. With 952.6 mm on average, the monsoon season saw the highest rainfall. Calculations revealed that the yearly rainfall averaged 1171.1 mm. Using Weibull’s method, the study was subsequently expanded to examine rainfall distribution at different recurrence intervals of 2, 5, 10, and 25 years. Rainfall and recurrence interval mathematical correlations were also developed. Further regression analysis revealed that short wave irrigation, wind direction, wind speed, pressure, relative humidity, and temperature all had a substantial influence on rainfall.
Originality and value: The results of the rainfall IDF curves can provide useful information to policymakers in making appropriate decisions in managing and minimizing floods in the study area.
Batteries -Introduction – Types of Batteries – discharging and charging of battery - characteristics of battery –battery rating- various tests on battery- – Primary battery: silver button cell- Secondary battery :Ni-Cd battery-modern battery: lithium ion battery-maintenance of batteries-choices of batteries for electric vehicle applications.
Fuel Cells: Introduction- importance and classification of fuel cells - description, principle, components, applications of fuel cells: H2-O2 fuel cell, alkaline fuel cell, molten carbonate fuel cell and direct methanol fuel cells.
Applications of artificial Intelligence in Mechanical Engineering.pdfAtif Razi
Historically, mechanical engineering has relied heavily on human expertise and empirical methods to solve complex problems. With the introduction of computer-aided design (CAD) and finite element analysis (FEA), the field took its first steps towards digitization. These tools allowed engineers to simulate and analyze mechanical systems with greater accuracy and efficiency. However, the sheer volume of data generated by modern engineering systems and the increasing complexity of these systems have necessitated more advanced analytical tools, paving the way for AI.
AI offers the capability to process vast amounts of data, identify patterns, and make predictions with a level of speed and accuracy unattainable by traditional methods. This has profound implications for mechanical engineering, enabling more efficient design processes, predictive maintenance strategies, and optimized manufacturing operations. AI-driven tools can learn from historical data, adapt to new information, and continuously improve their performance, making them invaluable in tackling the multifaceted challenges of modern mechanical engineering.
Embedded machine learning-based road conditions and driving behavior monitoringIJECEIAES
Car accident rates have increased in recent years, resulting in losses in human lives, properties, and other financial costs. An embedded machine learning-based system is developed to address this critical issue. The system can monitor road conditions, detect driving patterns, and identify aggressive driving behaviors. The system is based on neural networks trained on a comprehensive dataset of driving events, driving styles, and road conditions. The system effectively detects potential risks and helps mitigate the frequency and impact of accidents. The primary goal is to ensure the safety of drivers and vehicles. Collecting data involved gathering information on three key road events: normal street and normal drive, speed bumps, circular yellow speed bumps, and three aggressive driving actions: sudden start, sudden stop, and sudden entry. The gathered data is processed and analyzed using a machine learning system designed for limited power and memory devices. The developed system resulted in 91.9% accuracy, 93.6% precision, and 92% recall. The achieved inference time on an Arduino Nano 33 BLE Sense with a 32-bit CPU running at 64 MHz is 34 ms and requires 2.6 kB peak RAM and 139.9 kB program flash memory, making it suitable for resource-constrained embedded systems.
2. What is motion capture?
• Motion capture is defined as the process of
recording the movement of humans, animals, and
inanimate objects as 3D data.
• The motion capture is also called Mocap or
Performance capture.
3. History
In 1915 Rotoscoping is invented, by Max Fleischer, this is
considered as start of Motion Capture.
• What is Rotoscoping ?
Rotoscoping is an animation technique in which animators
trace over footage, frame by frame, for use in live-action and
animated films. Originally, recorded live-action film images
were projected onto a frosted glass panel and re-drawn by an
animator. This projection equipment is called a Rotoscope.
5. CLASSIFICATION OF MOTION CAPTURE
Generally motion capture can be classified into
three categories :
1. Mechanical motion capture
2. The optical motion capture
3. The magnetic motion capture
6. 1. MECHANICAL MOTION CAPTURE
o Mechanical motion capture systems directly track body
joint angles and are often referred to as exo-skeleton
motion capture systems.
o The sensors are attached to the body of performer and
each joints are connected to the angular encoder.
o The value of movement of each encoder (rotation etc..)
rebuild by a computer that by knowing the relative
position encoder can rebuild the movement on the
screen using software
o Mechanical motion capture systems are real-time
system.
7.
8.
9. Advantages
Offer high precision
Do not depend on external factors such as no. of
cameras
Computes rotations directly
Portable, unlimited range
Less expensive
Can capture multiple performances simultaneously
No built in positional reference
10. Disadvantages
External structure unwieldy
Cannot change the configuration, i.e.,
a hand capture can’t be used for an
arm
It is complicated to measure the
interaction of several exoskeletons.
11. 2.The Optical Motion Capture
o The capture is based on optical
shooting several synchronized
cameras
o 2to 32 cameras controls by
computer
o Operating principle is similar to
radar
12.
13. Working Principle
The cameras emits the
radiation (usually infra red), reflected by the
markers(whose surface is reflected by ultra reflecting
material) and then returned to same cameras. These are
sensitive to one type of wave length and viewing markers in
the form of white spot videos. Checking the information of
each camera to determine the position of markers in virtual
space.
14.
15. Advantages
Freedom of movement
High quality capture
High throughput
fast sampling (200 fps at a high
resolution)
can capture fast motions
can have a large capture space
can capture many markers
16. Disadvantages
• Occlusion, markers are can be hidden from the camera
1. additional performers will increase occlusion
2. may be able to add redundant cameras
• Marker crossover, which marker are you looking at?
• It is more expensive
• Extensive post processing (the marker’s have to be located and
identified
17. 3.THE MAGNETIC MOTION CAPTURE
Performer wears an array of magnetic receivers which track location
with respect to transmitter
Derived from the sensors placed on military aircraft pilots helmet to track
the pilot head position and orientation for the helmet-mounted display.
12-20 tracking sensors are placed on a captured subject.
Tracking sensors output their translation and orientations.
Divide into two groups
1. Direct Currant (DC) : Uses square pulses
2. Alternating Currant (AC) : Uses sin wave pulse
21. Video Games
Video games often use
motion capture to animate
athletes, martial artists, and
other in-game characters.
22. Generally there are two main types of 3D character animation used in games:
1. Real-time playback
2. Cinematics
Real-time allows the game player to choose from pre-created moves, thus controlling
the character's moves in real-time.
Cinematics are the fully rendered 'movies' used for intros and 'cut-scenes'. Often the last
part of game production, or a process that is sub-contracted to a separate studio.
Cinematics are generally not essential to game-play, but do add a lot of appeal to the
game, and help immensely with story development and mood generation.
23. Film/Animations
Motion capture is being used more and more in films
nowadays
Motion capture based animation is essential for
creating characters that move realistically, in
situations that would be impractical or too dangerous
for real actors
Some film characters require the use of motion
capture, otherwise their animation seems fake
Films that used motion capture technologies are
Avatar, The adventures of tintin, The avangers,
Hulk, Iron man, Kochadaiiyaan etc…
24. Avatar Is The One Of The Best Film Ever Used The
Motion Capture Technology
25. In this film photorealistic computer-generated
characters, created using motion-capture animation
technology
To achieve the face expressions, actors wore
individually made skull caps fitted with a tiny camera
positioned in front of the actors' faces
This method allows the filmmakers to transfer 100%
of the actors' physical performances to their digital
counterparts
26. Education
Motion capture training can make a huge difference in an animators training. While
access to motion capture is not a substitute for developing good art skills and good
traditional character animation abilities, it can go a long way towards making someone
more employable.
Biomechanical analysis
Biomechanical analysis for rehabilitation purposes, relies extensively on motion
capture, for its ability to produce repeatable results. Motion capture can be used to
measure the extent of a client's disability as well as a client's progress with
rehabilitation.
This technology also applicable in scientific research, engineering fields etc…
27. Advantages Of Motion
Capture
More rapid, even real time results can be obtained. In entertainment
applications this can reduce the costs of keyframe-based animation
The amount of work does not vary with the complexity or length of the
performance to the same degree as when using traditional techniques
Complex movement and realistic physical interactions such as secondary
motions, weight and exchange of forces can be easily recreated in a
physically accurate manner
The amount of animation data that can be produced within a given time is
extremely large when compared to traditional animation techniques
Potential for free software and third party solutions reducing its costs.
28. Disadvantages
Specific hardware and special software programs are
required to obtain and process the data.
The cost of the software, equipment and personnel
required can be prohibitive for small productions.
The capture system may have specific requirements
for the space it is operated in, depending on camera
field of view or magnetic distortion
Movement that does not follow the laws of physics
cannot be captured.
If the computer model has different proportions
from the capture subject, artifacts may occur. For
example, if a cartoon character has large, over-sized
hands, these may intersect the character's body if the
human performer is not careful with their physical
motion.