A 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 non-linear solutions with efficient online computation. Transitions between different parametric motion spaces are evaluated in real-time based on surface shape and motion similarity. 4D parametric motion graphs allow real-time interactive character animation while preserving the natural dynamics of the captured performance.
Interactive Animation of 4D Performance Capture
Dan Casas, Margara Tejera, Jean-Yves Guillemaut and
Adrian Hilton
IEEE Transactions on Visualization and Computer Graphics (TVCG), 2013
@ARTICLE{casas2013tvcg, author = {Casas, D. and Tejera, M. and Guillemaut, J. and Hilton, A.}, journal = {Visualization and Computer Graphics, IEEE Transactions on}, title = {{Interactive Animation of 4D Performance Capture}}, year = {2013}, volume = {19}, number = {5}, pages = {762-773}, doi = {10.1109/TVCG.2012.314}, ISSN = {1077-2626}}