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ABSTRACT
This paper introduces an approach to performance animation that employs video cameras and a small set of retro-reflective markers to create a low-cost, easy-to-use system that might someday be practical for home use. The low-dimensional control signals from the user's performance are supplemented by a database of pre-recorded human motion. At run time, the system automatically learns a series of local models from a set of motion capture examples that are a close match to the marker locations captured by the cameras. These local models are then used to reconstruct the motion of the user as a full-body animation. We demonstrate the power of this approach with real-time control of six different behaviors using two video cameras and a small set of retro-reflective markers. We compare the resulting animation to animation from commercial motion capture equipment with a full set of markers.
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David A. Forsyth , Okan Arikan , Leslie Ikemoto , James O'Brien , Deva Ramanan, Computational studies of human motion: part 1, tracking and motion synthesis, Foundations and Trends® in Computer Graphics and Vision, v.1 n.2, p.77-254, July 2006
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Victor Zordan , Adriano Macchietto , Jose Medina , Marc Soriano , Chun-Chih Wu, Interactive dynamic response for games, Proceedings of the 2007 ACM SIGGRAPH symposium on Video games, August 04-05, 2007, San Diego, California
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Derek Nowrouzezahrai , Patricio Simari , Evangelos Kalogerakis , Karan Singh , Eugene Fiume, Compact and efficient generation of radiance transfer for dynamically articulated characters, Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia, December 01-04, 2007, Perth, Australia
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Na Li , Chun Chen , Qiang Wang , Mingli Song , Dacheng Tao , Xuelong Li, Letters: Avatar motion control by natural body movement via camera, Neurocomputing, v.72 n.1-3, p.648-652, December, 2008
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