Abstract

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.

Paper

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




Citation

@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}}
	    

Acknowledgments

This work was partly supported by EU ICT project RE@CT and EPSRC Visual Media Platform Grant.