Author: Jon Gress
Publisher: Pearson Education
ISBN: 0321984382
Category : Computers
Languages : en
Pages : 553
Book Description
Annotation Everything you need to know to become a professional VFX whizz in one thorough and comprehensive guide.
Digital Visual Effects and Compositing
Author: Jon Gress
Publisher: Pearson Education
ISBN: 0321984382
Category : Computers
Languages : en
Pages : 553
Book Description
Annotation Everything you need to know to become a professional VFX whizz in one thorough and comprehensive guide.
Publisher: Pearson Education
ISBN: 0321984382
Category : Computers
Languages : en
Pages : 553
Book Description
Annotation Everything you need to know to become a professional VFX whizz in one thorough and comprehensive guide.
Monocular Model-based 3D Tracking of Rigid Objects
Author: Vincent Lepetit
Publisher: Now Publishers Inc
ISBN: 9781933019031
Category : Computers
Languages : en
Pages : 108
Book Description
Monocular Model-Based 3D Tracking of Rigid Objects reviews the different techniques and approaches that have been developed by industry and research.
Publisher: Now Publishers Inc
ISBN: 9781933019031
Category : Computers
Languages : en
Pages : 108
Book Description
Monocular Model-Based 3D Tracking of Rigid Objects reviews the different techniques and approaches that have been developed by industry and research.
Image and Geometry Processing for 3-D Cinematography
Author: Rémi Ronfard
Publisher: Springer Science & Business Media
ISBN: 3642123929
Category : Mathematics
Languages : en
Pages : 307
Book Description
papers, illustrated with examples. They include wavelet bases, implicit functions de ned on a space grid, etc. It appears that a common pattern is the recovery of a controllable model of the scene, such that the resulting images can be edited (interaction). Changing the viewpoint is only one (important) aspect, but changing the lighting and action is equally important [2]. Recording and representing three-dimensional scenes is an emerging technology made possible by the convergence of optics, geometry and computer science, with many applications in the movie industry, and more generally in entertainment. Note that the invention of cinema (camera and projector) was also primarily a scienti c invention that evolved into an art form. We suspect the same thing will probably happen with 3-D movies. 3 Book Contents The book is composed of 12 chapters, which elaborate on the content of talks given at the BANFF workshop. The chapters are organized into three sections. The rst section presents an overview of the inter-relations between the art of cinemat- raphy and the science of image and geometry processing; the second section is devoted to recent developments in geometry; and the third section is devoted to recent developmentsin image processing. 3.1 3-D Cinematography and Applications The rst section of the book presents an overview of the inter-relations between the art of cinematography and the science of image and geometry processing.
Publisher: Springer Science & Business Media
ISBN: 3642123929
Category : Mathematics
Languages : en
Pages : 307
Book Description
papers, illustrated with examples. They include wavelet bases, implicit functions de ned on a space grid, etc. It appears that a common pattern is the recovery of a controllable model of the scene, such that the resulting images can be edited (interaction). Changing the viewpoint is only one (important) aspect, but changing the lighting and action is equally important [2]. Recording and representing three-dimensional scenes is an emerging technology made possible by the convergence of optics, geometry and computer science, with many applications in the movie industry, and more generally in entertainment. Note that the invention of cinema (camera and projector) was also primarily a scienti c invention that evolved into an art form. We suspect the same thing will probably happen with 3-D movies. 3 Book Contents The book is composed of 12 chapters, which elaborate on the content of talks given at the BANFF workshop. The chapters are organized into three sections. The rst section presents an overview of the inter-relations between the art of cinemat- raphy and the science of image and geometry processing; the second section is devoted to recent developments in geometry; and the third section is devoted to recent developmentsin image processing. 3.1 3-D Cinematography and Applications The rst section of the book presents an overview of the inter-relations between the art of cinematography and the science of image and geometry processing.
Understanding Motion Capture for Computer Animation
Author: Alberto Menache
Publisher: Elsevier
ISBN: 0123814979
Category : Computers
Languages : en
Pages : 267
Book Description
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
Publisher: Elsevier
ISBN: 0123814979
Category : Computers
Languages : en
Pages : 267
Book Description
Understanding Motion Capture for Computer Animation discusses the latest technology developments in digital design, film, games, medicine, sports, and security engineering. Motion capture records a live-motion event and translates it into a digital context. It is the technology that converts a live performance into a digital performance. In contrast, performance animation is the actual performance that brings life to the character, even without using technology. If motion capture is the collection of data that represents motion, performance animation is the character that a performer represents. The book offers extensive information about motion capture. It includes state-of-the-art technology, methodology, and developments in the current motion-capture industry. In particular, the different ways to capture motions are discussed, including using cameras or electromagnetic fields in tracking a group of sensors. This book will be useful for students taking a course about digital filming, as well as for anyone who is interested in this topic. - Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems - Describes all the mathematical principles associated with motion capture and 3D character mechanics - Helps you budget by explaining the costs associated with individualized motion capture projects
A Modern Approach to Intelligent Animation
Author: Yueting Zhuang
Publisher: Springer Science & Business Media
ISBN: 354073760X
Category : Computers
Languages : en
Pages : 321
Book Description
This book discusses the concepts, theory, and core technologies of intelligent theory and human animation, including video based human animation and intelligent technology of motion data management and reusing. It introduces systems developed to demonstrate the technologies of video based animation. Lively pictures and demos throughout the text help make the theory and technologies more accessible to readers.
Publisher: Springer Science & Business Media
ISBN: 354073760X
Category : Computers
Languages : en
Pages : 321
Book Description
This book discusses the concepts, theory, and core technologies of intelligent theory and human animation, including video based human animation and intelligent technology of motion data management and reusing. It introduces systems developed to demonstrate the technologies of video based animation. Lively pictures and demos throughout the text help make the theory and technologies more accessible to readers.
Real-time 3D Character Animation with Visual C++
Author: Nik Lever
Publisher: Taylor & Francis
ISBN: 0240516648
Category : Art
Languages : en
Pages : 497
Book Description
CD-ROM contains: Examples for text -- Toon3DCreator 1.7 with full source code.
Publisher: Taylor & Francis
ISBN: 0240516648
Category : Art
Languages : en
Pages : 497
Book Description
CD-ROM contains: Examples for text -- Toon3DCreator 1.7 with full source code.
Virtual Reality
Author: National Research Council
Publisher: National Academies Press
ISBN: 0309051355
Category : Computers
Languages : en
Pages : 557
Book Description
Despite widespread interest in virtual reality, research and development efforts in synthetic environments (SE)â€"the field encompassing virtual environments, teleoperation, and hybridsâ€"have remained fragmented. Virtual Reality is the first integrated treatment of the topic, presenting current knowledge along with thought-provoking vignettes about a future where SE is commonplace. This volume discusses all aspects of creating a system that will allow human operators to see, hear, smell, taste, move about, give commands, respond to conditions, and manipulate objects effectively in a real or virtual environment. The committee of computer scientists, engineers, and psychologists on the leading edge of SE development explores the potential applications of SE in the areas of manufacturing, medicine, education, training, scientific visualization, and teleoperation in hazardous environments. The committee also offers recommendations for development of improved SE technology, needed studies of human behavior and evaluation of SE systems, and government policy and infrastructure.
Publisher: National Academies Press
ISBN: 0309051355
Category : Computers
Languages : en
Pages : 557
Book Description
Despite widespread interest in virtual reality, research and development efforts in synthetic environments (SE)â€"the field encompassing virtual environments, teleoperation, and hybridsâ€"have remained fragmented. Virtual Reality is the first integrated treatment of the topic, presenting current knowledge along with thought-provoking vignettes about a future where SE is commonplace. This volume discusses all aspects of creating a system that will allow human operators to see, hear, smell, taste, move about, give commands, respond to conditions, and manipulate objects effectively in a real or virtual environment. The committee of computer scientists, engineers, and psychologists on the leading edge of SE development explores the potential applications of SE in the areas of manufacturing, medicine, education, training, scientific visualization, and teleoperation in hazardous environments. The committee also offers recommendations for development of improved SE technology, needed studies of human behavior and evaluation of SE systems, and government policy and infrastructure.
Control Systems for Live Entertainment
Author: John Huntington
Publisher: Taylor & Francis
ISBN: 0240809378
Category : Cooking
Languages : en
Pages : 462
Book Description
The respected industry standard for technicians working in live entertainment.
Publisher: Taylor & Francis
ISBN: 0240809378
Category : Cooking
Languages : en
Pages : 462
Book Description
The respected industry standard for technicians working in live entertainment.
Animation and Performance Capture Using Digitized Models
Author: Edilson de Aguiar
Publisher: Springer Science & Business Media
ISBN: 3642103162
Category : Computers
Languages : en
Pages : 172
Book Description
The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.
Publisher: Springer Science & Business Media
ISBN: 3642103162
Category : Computers
Languages : en
Pages : 172
Book Description
The realistic generation of virtual doubles of real-world actors has been the focus of computer graphics research for many years. However, some problems still remain unsolved: it is still time-consuming to generate character animations using the traditional skeleton-based pipeline, passive performance capture of human actors wearing arbitrary everyday apparel is still challenging, and until now, there is only a limited amount of techniques for processing and modifying mesh animations, in contrast to the huge amount of skeleton-based techniques. In this thesis, we propose algorithmic solutions to each of these problems. First, two efficient mesh-based alternatives to simplify the overall character animation process are proposed. Although abandoning the concept of a kinematic skeleton, both techniques can be directly integrated in the traditional pipeline, generating animations with realistic body deformations. Thereafter, three passive performance capture methods are presented which employ a deformable model as underlying scene representation. The techniques are able to jointly reconstruct spatio-temporally coherent time-varying geometry, motion, and textural surface appearance of subjects wearing loose and everyday apparel. Moreover, the acquired high-quality reconstructions enable us to render realistic 3D Videos. At the end, two novel algorithms for processing mesh animations are described. The first one enables the fully-automatic conversion of a mesh animation into a skeletonbased animation and the second one automatically converts a mesh animation into an animation collage, a new artistic style for rendering animations. The methods described in the thesis can be regarded as solutions to specific problems or important building blocks for a larger application. As a whole, they form a powerful system to accurately capture, manipulate and realistically render realworld human performances, exceeding the capabilities of many related capture techniques. By this means, we are able to correctly capture the motion, the timevarying details and the texture information of a real human performing, and transform it into a fully-rigged character animation, that can be directly used by an animator, or use it to realistically display the actor from arbitrary viewpoints.
Live/Real Time 3D Echocardiography
Author: Navin Nanda
Publisher: John Wiley & Sons
ISBN: 1444390295
Category : Medical
Languages : en
Pages : 514
Book Description
This comprehensive, state-of-the-art review of both live/real time 3D transthoracic and transesophageal echocardiography illustrates both normal and pathologic cardiovascular findings. With more than 800 images that detail the technique of performing these studies and demonstrate various cardiovascular pathologies, as well as a DVD containing more than 350 moving images, it is a valuable compendium for both novice and experienced practitioners. The book opens with chapters on the history of 3D echocardiography and basic and technical aspects of live/real time 3D transthoracic and transesophageal echocardiograpy, then considers: normal anatomy, examination protocols, and the technique for performing live/real time 3D transthoracic echocardiography abnormalities affecting the mitral, aortic, tricuspid, and pulmonary valves and the aorta prosthetic heart valves 3D echocardiographic assessment of left and right ventricular function, ischemic heart disease, and cardiomyopathies congenital cardiac lesions tumors and other mass lesions pericardial disorders live/real time 3D transesophageal echocardiography It concludes with coverage of some of the most recent advances in 3D technology, real time full-volume imaging, and 3D wall tracking, including 3D assessment of strain, strain rate, twist, and torsion. Vividly demonstrating the superiority of 3D echocardiography over conventional 2D imaging in several clinical situations, this carefully produced volume shows how to use the most recent technology for better assessment of cardiovascular disease.
Publisher: John Wiley & Sons
ISBN: 1444390295
Category : Medical
Languages : en
Pages : 514
Book Description
This comprehensive, state-of-the-art review of both live/real time 3D transthoracic and transesophageal echocardiography illustrates both normal and pathologic cardiovascular findings. With more than 800 images that detail the technique of performing these studies and demonstrate various cardiovascular pathologies, as well as a DVD containing more than 350 moving images, it is a valuable compendium for both novice and experienced practitioners. The book opens with chapters on the history of 3D echocardiography and basic and technical aspects of live/real time 3D transthoracic and transesophageal echocardiograpy, then considers: normal anatomy, examination protocols, and the technique for performing live/real time 3D transthoracic echocardiography abnormalities affecting the mitral, aortic, tricuspid, and pulmonary valves and the aorta prosthetic heart valves 3D echocardiographic assessment of left and right ventricular function, ischemic heart disease, and cardiomyopathies congenital cardiac lesions tumors and other mass lesions pericardial disorders live/real time 3D transesophageal echocardiography It concludes with coverage of some of the most recent advances in 3D technology, real time full-volume imaging, and 3D wall tracking, including 3D assessment of strain, strain rate, twist, and torsion. Vividly demonstrating the superiority of 3D echocardiography over conventional 2D imaging in several clinical situations, this carefully produced volume shows how to use the most recent technology for better assessment of cardiovascular disease.