Abstract. We show how to exploit temporal periodicity of moving objects to perform 3D reconstruction. The collection of period-separated frames serve as a surrogate for multiple ri...
This paper describes Squidball, a new large-scale motion capture based game. It was tested on up to 4000 player audiences last summer at SIGGRAPH 2004. It required the construction...
Christoph Bregler, Clothilde Castiglia, Jessica De...
This paper explores a method for re-sequencing an existing set of animation, specifically motion capture data, to generate new motion. Re-using animation is helpful in designing ...
Hand signals are commonly used in applications such as giving instructions to a pilot for airplane takeoff or direction of a crane operator by a foreman on the ground. A new algor...
Abstract— This paper describes a feasibility study for a selfcontained, wearable full-body motion capture system based on time-of-flight measurements that provide absolute dista...
Christopher Einsmann, Meghan Quirk, Ben Muzal, Bha...
Animating 3D faces to achieve compelling realism is a challenging task in the entertainment industry. Previously proposed face transfer approaches generally require a high-quality...
We present a system for realistic facial animation that decomposes facial motion capture data into semantically meaningful motion channels based on the Facial Action Coding System...
This paper presents a motion-capture-based control framework for third-person view virtual reality applications. Using motion capture devices, a user can directly control the full...
— Over recent years, the fall in cost, and increased availability of motion capture equipment has led to an increase in non-specialist companies being able to use motion capture ...
Optical motion capture can be classified as an inference problem: given the data produced by a set of cameras, the aim is to extract the hidden state, which in this case encodes t...