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
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
The Mocap Book
Author: Ricardo Tobon
Publisher: Foris Force
ISBN: 0615293069
Category : Computers
Languages : en
Pages : 50
Book Description
An in-depth guide to the process of digitizing motions from the acquisitions stages all the way to the animation enhancement and file integration phases. Provides step-by-step instructions, practical exercises and illustrated examples of the different steps of the mocap process that include acquisition, tracking, solving, integration, animation and motion mixing. This edition covers a Cortex to Motion Builder to Maya motion capture pipeline.
Publisher: Foris Force
ISBN: 0615293069
Category : Computers
Languages : en
Pages : 50
Book Description
An in-depth guide to the process of digitizing motions from the acquisitions stages all the way to the animation enhancement and file integration phases. Provides step-by-step instructions, practical exercises and illustrated examples of the different steps of the mocap process that include acquisition, tracking, solving, integration, animation and motion mixing. This edition covers a Cortex to Motion Builder to Maya motion capture pipeline.
MoCap for Artists
Author: Midori Kitagawa
Publisher: CRC Press
ISBN: 1136139664
Category : Computers
Languages : en
Pages : 231
Book Description
Make motion capture part of your graphics and effects arsenal. This introduction to motion capture principles and techniques delivers a working understanding of today's state-of-the-art systems and workflows without the arcane pseudocodes and equations. Learn about the alternative systems, how they have evolved, and how they are typically used, as well as tried-and-true workflows that you can put to work for optimal effect. Demo files and tutorials provided on the downloadable resources deliver first-hand experience with some of the core processes.
Publisher: CRC Press
ISBN: 1136139664
Category : Computers
Languages : en
Pages : 231
Book Description
Make motion capture part of your graphics and effects arsenal. This introduction to motion capture principles and techniques delivers a working understanding of today's state-of-the-art systems and workflows without the arcane pseudocodes and equations. Learn about the alternative systems, how they have evolved, and how they are typically used, as well as tried-and-true workflows that you can put to work for optimal effect. Demo files and tutorials provided on the downloadable resources deliver first-hand experience with some of the core processes.
Creative Shutter Speed
Author: Derek Doeffinger
Publisher: John Wiley & Sons
ISBN: 0470567457
Category : Photography
Languages : en
Pages : 274
Book Description
A unique guide to creative shutter speed techniques, illustrated with striking full-color examples Along with available light and aperture, shutter speed is one of the variables that determine exposure–the amount of light that reaches the camera's sensor. Set on automatic modes, cameras typically attempt to reduce or eliminate blur in a picture. But by manipulating shutter speed creatively, photographers can achieve a range of striking motion blur or stop-action effects. Using an array of inspiring photographs depicting people, wildlife, and landscapes, Creative Power of Shutter Speed explains how to "read" the light and movement in a potential photograph and identify the best shutter speed for the desired effect.
Publisher: John Wiley & Sons
ISBN: 0470567457
Category : Photography
Languages : en
Pages : 274
Book Description
A unique guide to creative shutter speed techniques, illustrated with striking full-color examples Along with available light and aperture, shutter speed is one of the variables that determine exposure–the amount of light that reaches the camera's sensor. Set on automatic modes, cameras typically attempt to reduce or eliminate blur in a picture. But by manipulating shutter speed creatively, photographers can achieve a range of striking motion blur or stop-action effects. Using an array of inspiring photographs depicting people, wildlife, and landscapes, Creative Power of Shutter Speed explains how to "read" the light and movement in a potential photograph and identify the best shutter speed for the desired effect.
Understanding Motion Capture for Computer Animation and Video Games
Author: Alberto Menache
Publisher: Morgan Kaufmann
ISBN: 9780124906303
Category : Computers
Languages : en
Pages : 268
Book Description
Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.
Publisher: Morgan Kaufmann
ISBN: 9780124906303
Category : Computers
Languages : en
Pages : 268
Book Description
Motion capture is a technique for recording a performance and then translating it into mathematical terms. Animating motion is critical for the development of applications such as animation, virtual environments and video games. Character animation is the process by which natural movements are modelled and digitized so that digital character movements appear as natural as possible. There are three approaches to character animation: keyframe animation, motion capture, and simulation.
Computer Animation Complete
Author: Rick Parent
Publisher: Morgan Kaufmann
ISBN: 0123785642
Category : Computers
Languages : en
Pages : 591
Book Description
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. - Expert instruction from a variety of pace-setting computer graphics researchers. - Provides in-depth coverage of established and emerging animation algorithms. - For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. - A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.
Publisher: Morgan Kaufmann
ISBN: 0123785642
Category : Computers
Languages : en
Pages : 591
Book Description
A compilation of key chapters from the top MK computer animation books available today - in the areas of motion capture, facial features, solid spaces, fluids, gases, biology, point-based graphics, and Maya. The chapters provide CG Animators with an excellent sampling of essential techniques that every 3D artist needs to create stunning and versatile images. Animators will be able to master myriad modeling, rendering, and texturing procedures with advice from MK's best and brightest authors. Divided into five parts (Introduction to Computer Animation and Technical Background, Motion Capture Techniques, Animating Substances, Alternate Methods, and Animating with MEL for MAYA), each one focusing on specific substances, tools, topics, and languages, this is a MUST-HAVE book for artists interested in proficiency with the top technology available today! Whether you're a programmer developing new animation functionality or an animator trying to get the most out of your current animation software, Computer Animation Complete: will help you work more efficiently and achieve better results. For programmers, this book provides a solid theoretical orientation and extensive practical instruction information you can put to work in any development or customization project. For animators, it provides crystal-clear guidance on determining which of your concepts can be realized using commercially available products, which demand custom programming, and what development strategies are likely to bring you the greatest success. - Expert instruction from a variety of pace-setting computer graphics researchers. - Provides in-depth coverage of established and emerging animation algorithms. - For readers who lack a strong scientific background, introduces the necessary concepts from mathematics, biology, and physics. - A variety of individual languages and substances are addressed, but addressed separately - enhancing your grasp of the field as a whole while providing you with the ability to identify and implement solutions by category.
Motion Capture
Author: Sara Green
Publisher: Bellwether Media
ISBN: 1618915843
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Many are familiar with Andy Serkis’s groundbreaking motion capture role as Gollum in the Lord of the Rings film series. But motion capture has come a long way since it first began! This title introduces the technology behind motion capture, using many of today’s most popular movies as examples. Special features highlight famous uses of motion capture, and pioneer profiles introduce some of the most influential mocap filmmakers in history. This high-interest title is sure to capture the attention of readers!
Publisher: Bellwether Media
ISBN: 1618915843
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Many are familiar with Andy Serkis’s groundbreaking motion capture role as Gollum in the Lord of the Rings film series. But motion capture has come a long way since it first began! This title introduces the technology behind motion capture, using many of today’s most popular movies as examples. Special features highlight famous uses of motion capture, and pioneer profiles introduce some of the most influential mocap filmmakers in history. This high-interest title is sure to capture the attention of readers!
Decision Support Systems and Industrial IoT in Smart Grid, Factories, and Cities
Author: Butun, Ismail
Publisher: IGI Global
ISBN: 1799874702
Category : Computers
Languages : en
Pages : 285
Book Description
Internet of things (IoT) is an emerging research field that is rapidly becoming an important part of our everyday lives including home automation, smart buildings, smart things, and more. This is due to cheap, efficient, and wirelessly-enabled circuit boards that are enabling the functions of remote sensing/actuating, decentralization, autonomy, and other essential functions. Moreover, with the advancements in embedded artificial intelligence, these devices are becoming more self-aware and autonomous, hence making decisions themselves. Current research is devoted to the understanding of how decision support systems are integrated into industrial IoT. Decision Support Systems and Industrial IoT in Smart Grid, Factories, and Cities presents the internet of things and its place during the technological revolution, which is taking place now to bring us a better, sustainable, automated, and safer world. This book also covers the challenges being faced such as relations and implications of IoT with existing communication and networking technologies; applications like practical use-case scenarios from the real world including smart cities, buildings, and grids; and topics such as cyber security, user privacy, data ownership, and information handling related to IoT networks. Additionally, this book focuses on the future applications, trends, and potential benefits of this new discipline. This book is essential for electrical engineers, computer engineers, researchers in IoT, security, and smart cities, along with practitioners, researchers, academicians, and students interested in all aspects of industrial IoT and its applications.
Publisher: IGI Global
ISBN: 1799874702
Category : Computers
Languages : en
Pages : 285
Book Description
Internet of things (IoT) is an emerging research field that is rapidly becoming an important part of our everyday lives including home automation, smart buildings, smart things, and more. This is due to cheap, efficient, and wirelessly-enabled circuit boards that are enabling the functions of remote sensing/actuating, decentralization, autonomy, and other essential functions. Moreover, with the advancements in embedded artificial intelligence, these devices are becoming more self-aware and autonomous, hence making decisions themselves. Current research is devoted to the understanding of how decision support systems are integrated into industrial IoT. Decision Support Systems and Industrial IoT in Smart Grid, Factories, and Cities presents the internet of things and its place during the technological revolution, which is taking place now to bring us a better, sustainable, automated, and safer world. This book also covers the challenges being faced such as relations and implications of IoT with existing communication and networking technologies; applications like practical use-case scenarios from the real world including smart cities, buildings, and grids; and topics such as cyber security, user privacy, data ownership, and information handling related to IoT networks. Additionally, this book focuses on the future applications, trends, and potential benefits of this new discipline. This book is essential for electrical engineers, computer engineers, researchers in IoT, security, and smart cities, along with practitioners, researchers, academicians, and students interested in all aspects of industrial IoT and its applications.
Performing for Motion Capture
Author: John Dower
Publisher: Bloomsbury Publishing
ISBN: 1350211273
Category : Performing Arts
Languages : en
Pages : 248
Book Description
Want to be the next Andy Serkis as Gollum in Lord of the Rings? Or Zoe Saldana in Avatar? How about Seth MacFarlane in Ted? Or do you want to star in video games such as Fortnite, Call of Duty or Halo? If so, this book will tell you everything you need to know about acting for motion capture. This is the first book to provide an invaluable resource for the education of the next generation of performers in this exciting medium. Over the last 10 years, a revolution has occurred in digital production - video games have overtaken the film and TV industries in terms of production and revenues. Many video games derive their digital animation from human performance by means of motion and performance capture. Actors such as Andy Serkis and Troy Baker have won critical acclaim for their digital performance in games and film. The book includes contributions from practitioners working across the globe, including: actor Kezia Burrows; software developer Stéphane Dalbera; director Kate Saxon; a group of Japanese games directors; Jeremy Meunier, Head of Motion Capture at Moov studios, Montreal; Marc Morisseau, motion editor for Avatar; and a Chinese Motion Capture suit manufacturer.
Publisher: Bloomsbury Publishing
ISBN: 1350211273
Category : Performing Arts
Languages : en
Pages : 248
Book Description
Want to be the next Andy Serkis as Gollum in Lord of the Rings? Or Zoe Saldana in Avatar? How about Seth MacFarlane in Ted? Or do you want to star in video games such as Fortnite, Call of Duty or Halo? If so, this book will tell you everything you need to know about acting for motion capture. This is the first book to provide an invaluable resource for the education of the next generation of performers in this exciting medium. Over the last 10 years, a revolution has occurred in digital production - video games have overtaken the film and TV industries in terms of production and revenues. Many video games derive their digital animation from human performance by means of motion and performance capture. Actors such as Andy Serkis and Troy Baker have won critical acclaim for their digital performance in games and film. The book includes contributions from practitioners working across the globe, including: actor Kezia Burrows; software developer Stéphane Dalbera; director Kate Saxon; a group of Japanese games directors; Jeremy Meunier, Head of Motion Capture at Moov studios, Montreal; Marc Morisseau, motion editor for Avatar; and a Chinese Motion Capture suit manufacturer.
Game Anim
Author: Jonathan Cooper
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 317
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.
Publisher: CRC Press
ISBN: 1000357805
Category : Computers
Languages : en
Pages : 317
Book Description
The second edition of Game Anim expands upon the first edition with an all-new chapter on 2D and Pixel Art Animation, an enhanced mocap chapter covering the latest developments in Motion Matching, and even more interviews with top professionals in the field. Combined with everything in the first edition, this updated edition provides the reader with an even more comprehensive understanding of all areas of video game animation – from small indie projects to the latest AAA blockbusters. Key Features • New 2nd Edition Content: An all-new chapter on 2D and Pixel Art Animation, Motion Matching, and more • 20 Years of Insight: Accumulated knowledge from 2 decades of experience in all areas of game animation. • The 5 Fundamentals: Reinterprets the classic 12 animation principles and sets out 5 new fundamentals for great game animation. • Full Production Cycle: Walks through every stage of a game production from the animator’s perspective. • Animator Interviews: Notable game animators offer behind-the-scenes stories, tips, and advice. • Free Animation Rig: Free "AZRI" maya rig, tutorials and other resources on the accompanying website: www.gameanim.com/book About The Author Jonathan Cooper is an award-winning video game animator who has brought virtual characters to life professionally since 2000, leading teams on large projects such as the Assassin’s Creed and Mass Effect series, with a focus on memorable stories and characters and cutting-edge video game animation. He has since focused on interactive cinematics in the latest chapters of the DICE and Annie award-winning series Uncharted and The Last of Us. Jonathan has presented at the Game Developers Conference (GDC) in San Francisco and at other conferences across Canada and the United Kingdom. He holds a Bachelor of Design honors degree in animation.