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Introduction

Motion capture is the process of capturing the movements of real objects and mapping them onto computer generated objects. It involves placing markers on actors' joints and using hardware to track the position and orientation of the markers over time to generate motion data. This technique produces highly realistic animations and has been used in movies since the 1980s. While motion capture provides advantages over traditional animation, current uses are limited to direct mapping of captured movements onto virtual actors. The goal is to develop techniques to improve motion capture data quality and manipulate the data in new ways.

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0% found this document useful (0 votes)
63 views

Introduction

Motion capture is the process of capturing the movements of real objects and mapping them onto computer generated objects. It involves placing markers on actors' joints and using hardware to track the position and orientation of the markers over time to generate motion data. This technique produces highly realistic animations and has been used in movies since the 1980s. While motion capture provides advantages over traditional animation, current uses are limited to direct mapping of captured movements onto virtual actors. The goal is to develop techniques to improve motion capture data quality and manipulate the data in new ways.

Uploaded by

krishna kumari
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Introduction

Motion Capture is the process of capturing the movement of a real object and

mapping it onto a computer generated object. Usually, Motion Capture is used to

create synthetic actors by capturing the motions of real humans. In this case, special

markers are placed over the joints of actors. Then, a special hardware samples the

position and/or orientation of those markers in time, generating a set of motion data,

also known as motion curves. This technique has been used by special effects

companies to produce incredible realistic animations in movies such as Star Wars I,

Titanic, Starship Troopers, Species, Batman, Terminator 2 and others.

The great advantage of MoCap over traditional animation techniques such as

keyframing and simulation is the capability of real-time visualization and the high-

quality (natural looking) of the generated animation.

Although it has been studied since the 80's, the present utilization of MoCap is

restricted to a direct mapping of animation parameters. In other words, the movements

captured from live subjects are mapped directly on a virtual actor, and then the

animation is displayed. In spite of its value, this use is very limited and do not exploit

all the potential of the MoCap process.

Our goal is to study techniques to improve the quality of motion captured data, and to

develop new algorithms to manipulate these data. We have implemented a prototype

of an animation system which is based on MoCap. This software works with motion

captured data, and provides tools for motion analysis, manipulation and reuse.
History

1980-1983: Simon Fraser University — Goniometers

Around this same time, biomechanics labs were beginning to use computers to analyze

human motion. Techniques and devices used in these studies began to make their way into

the computer graphics community. In the early 1980's, Tom Calvert, a professor of

kinesiology and computer science at Simon Fraser University, attached potentiometers to a

body and used the output to drive computer animated figures for choreographic studies and

clinical assessment of movement abnormalities. To track knee flexion, for instance, they

strapped a sort of exoskeleton to each leg, positioning a potentiometer alongside each knee so

as to bend in concert with the knee. The analog output was then converted to a digital form

and fed to the computer animation system. Their animation system used the motion capture

apparatus together with Labanotation and kinematic specifications to fully specify character

motion.[1]

1982-1983: MIT — Graphical Marionette

Soon after that, commercial optical tracking systems such as the Op-Eye and SelSpot systems

began to be used by the computer graphics community. In the early 1980's, both the MIT

Architecture Machine Group and the New York Institute of Technology Computer Graphics

Lab experimented with optical tracking of the human body.

Optical trackers typically use small markers attached to the body—either flashing LEDs or

small reflecting dots—and a series of two or more cameras focused on the performance

space. A combination of special hardware and software pick out the markers in each camera's

visual field and, by comparing the images, calculate the three-dimensional position of each

marker through time.


The technology is limited by the speed at which the makers can be examined (thus affecting

the number of positions per second that can be captured), by occlusion of the markers by the

body, and by the resolution of the cameras—specifically for their ability to differentiate

markers close together. Early systems could track only a dozen or so markers at a time. More

recent systems can track several dozen at once. Occlusion problems can be overcome by the

use of more cameras, but even so, most current optical systems require manual post-

processing to recover trajectories when a marker is lost from view. This will change as

systems become more sophisticated. The problem of resolution involves a trade-off of many

variables, including camera price, field of view, and space of movement. The more resolution

you need, the more the camera costs. The same camera can give you greater movement

resolution if focused on a smaller field of view, but this limits the size of motions that are

possible. Because of these limitations, almost all the uses of optical tracking systems today

rely on post-processing procedures to analyze, process, and clean up the data before they are

applied to the computer character.

In 1983 Ginsberg and Maxwell at MIT, presented the Graphical Marionette, a system for

"scripting-by-enactment"—one scripts an animation by enacting the motions. The system

used an early optical motion capture systems called Op-Eye that relied on sequenced LEDs.

They wired a body suit with the LEDs on the joints and other anatomical landmarks. Two

cameras with special photo detectors returned the 2-D position of each LED in their fields of

view. The computer then used the position information from the two cameras to obtain a 3-D

world coordinate for each LED. The system used this information to drive a stick figure for

immediate feedback, and stored the sequence of points for later rendering of a more detailed

character. The slow rate of rendering characters, and the expense of the motion capture

hardware was the largest roadblock to the widespread use of this technology for animation

production. Since that time, however, hardware rendering has sped up considerably, and the
methods employed in the Graphical Marionette project are becoming more commonly used

for computer character animation.[2]

1988: deGraf/Wahrman — Mike the Talking Head

In 1988, deGraf/Wahrman developed "Mike the Talking Head" for Silicon Graphics to show

off the real-time capabilities of their new 4D machines. Mike was driven by a specially built

controller that allowed a single puppeteer to control many parameters of the character's face,

including mouth, eyes, expression, and head position. The Silicon Graphics hardware

provided real-time interpolation between facial expressions and head geometry as controlled

by the performer. Mike was performed live in that year's SIGGRAPH film and video show.

The live performance clearly demonstrated that the technology was ripe for exploitation in

production environments.[3]

1988: Pacific Data Images — Waldo C. Graphic

As early as 1985, Jim Henson Productions had been trying to create computer graphics

versions of their characters. They met with limited success, mainly due to the limited

capabilities of the technology at that time. Finally, in 1988, with availability of the Silicon

Graphics 4D series workstation, and with the expertise of Pacific Data Images, they found a

viable solution. By hooking a custom eight degree of freedom input device (a kind of

mechanical arm with upper and lower jaw attachments) through the standard SGI dial box,

they were able to control the position and mouth movements of a low resolution character in

real-time. Thus was Waldo C. Graphic born. Waldo's strength as a computer generated

puppet was that he could be controlled in real-time in concert with real puppets. The

computer image was mixed with the video feed of the camera focused on the real puppets so
that everyone could perform together. Afterwards, in post production, PDI re-rendered Waldo

in full resolution, adding a few dynamic elements on top of the performed motion.[4]

Subsequently PDI developed a light-weight plastic upper-body "exoskeleton" to track the

movements of the upper torso, head, and arms so that actors could control computer

characters by miming their motions. Potentiometers on the plastic frame measure body

motion which is picked up by the computer in real-time. They have used the suit in many

projects, although they have not found it to be the ideal body tracking device due to the noise

in the electronics and the encumbering nature of the exoskeleton.[5]

1989: Kleiser-Walczak — Dozo

In 1989, Kleiser-Walczak produced Dozo, a (non-real-time) computer animation of a woman

dancing in front of a microphone while singing a song for a music video. To get realistic

human motion, they decided to use motion capture techniques. Based on experiments in

motion capture from Kleiser's work at Digital Productions and Omnibus (two now-defunct

computer animation production houses), they chose an optically-based solution from Motion

Analysis that used multiple cameras to triangulate the images of small pieces of reflective

tape placed on the body. The resulting output is the 3-D trajectory of each reflector in the

space. As was described above, one of the problems with this kind of system is tracking

points as they are occluded from the cameras. For Dozo, this had to be done as a very time-

consuming post-process. Luckily, some newer systems are beginning to do this in software,

significantly speeding up the motion capture process.[6]

1991: Videosystem — Mat the Ghost

Having seen the possibility of animating characters by performance techniques in Waldo C.

Graphic, Videosystem, a French video and computer graphics producer, turned the attentions
of its newly formed computer animation division to the problem of computer puppets. The

result was a real-time character animation system whose first success was the daily

production of a character called Mat the Ghost. Mat was a friendly green ghost that interacted

with live actors and puppets on a daily childrens' show called Canaille Peluche. Using

DataGloves, joysticks, Polhemus trackers, and MIDI drum pedals, puppeteers interactively

performed Mat, chroma-keyed with the previously-shot video of the live actors. Since there

was no post-rendering, animation sequences were generated in the time it took the performers

to achieve a good take. Seven minutes of animation (one week's worth) were normally

completed in a day and a half of performance. Mat appeared on Canaille Peluche every day

for over three and a half years.[7]

Videosystem, now known as Medialab, has continued to develop the performance system to

the point where it is a reliable production tool, having produced several hours of production

animation in total, for more than a dozen characters.

Typically, each character is controlled by several puppeteers or actors working in concert.

Two puppeteers control the facial expressions, lipsynch, and special effects such as shape

transformations for Mat the Ghost, or bubbles from the mouth of a fish, and an actor mimes

the upper body motions while wearing a suit with electromagnetic trackers (Polhemus) on the

torso, arms, and head. The finger motions, joystick movements, and so on, of the puppeteers

are transformed into facial expressions and effects of the character, while the motion of the

actor is directly mapped to the character's body.

1992: SimGraphics — Mario

SimGraphics has long been in the VR business, having built systems around some of the first

VPL DataGloves in 1987. Around 1992 they developed a facial tracking system they called a
"face waldo." Using mechanical sensors attached to the chin, lips, cheeks, and eyebrows, and

electro-magnetic sensors on the supporting helmet structure, they could track the most

important motions of the face and map them in real-time onto computer puppets. The

importance of this system was that one actor could manipulate all the facial expressions of a

character by just miming the facial expression himself—a perfectly natural interface.

One of the first big successes with the face waldo, and its concomitant VActor animation

system, was the real-time performance of Mario from Nintendo's popular videogame for

Nintendo product announcements and trade shows. Driven by an actor behind the scenes

wearing the face waldo, Mario conversed and joked with audience members, responding to

their questions and comments. Since then, SimGraphics has concentrated on live performance

animation, developing characters for trade shows, television, and other live entertainment.

During the past few years, SimGraphics has been continually updating the technology of the

face waldo, improving reliability and comfort.

1992: Brad deGraf — Alive!

After deGraf/Wahrman's Mike the Talking Head, Brad deGraf continued working on his

own, developing a real-time animation system which is now called Alive! For one character

performed with Alive!, deGraf developed a special hand device with five plungers actuated

by the puppeteer’s fingers. The device was used to control the facial expressions of a

computer-generated friendly talking spaceship, who, much like Mario, promoted its "parent"

company at trade shows.[8]

DeGraf subsequently joined Colossal Pictures where he used Alive! to animate Moxy, a

computer generated dog who hosts a show for the Cartoon Network. Moxy is performed in

real-time for publicity, but post-rendered for the actual show. The actor's motions are
captured by an electromagnetic tracking system with sensors on the hands, feet, torso, and

head of the actor.

1993: Acclaim

At SIGGRAPH '93 Acclaim amazed audiences with a realistic and complex two-character

animation done entirely with motion capture. For the previous several years, Acclaim had

quietly developed a high-performance optical motion tracking system, much like the ones

used for the Graphical Marionette and Dozo, but able to track up to a 100 points

simultaneously in real-time. Acclaim mainly uses the system to generate character motion

sequences for video games. Their system is proprietary and they do not plan to market the

technology except as a production house.

Today: Many players using commercial systems

In the past few years, Ascension, Polhemus, SuperFluo, and others have released commercial

motion tracking systems for computer animation. In addition, animation software vendors,

such as SoftImage, have integrated these systems into their product creating "off-the-shelf"

performance animation systems. Although there are many problems yet to be solved in the

field of human motion capture, the practice is now well ensconced as a viable option for

computer animation production. As the technology develops, there is no doubt that motion

capture will become one of the basic tools of the animator's craft.
Types of motion capture

Motion capture is typically accomplished by any of the following Methods while each

technology has its strengths and weakness, there is not a single motion capture technology

that is perfect for every possible use.

1. Magnetic motion capture

Magnetic motion capture system is utilization of sensor on body. These sensors are cabled to

electronic control unit that correlates their reported locations within the field. These

electronic controlled unit are networked with the host computer that uses a software driver to

represent these positions in 3D space. These sensors denotes the positional and rotational

information of markers

Pro: Real time, No correspondences, smaller workspace, positions are absolute, rotations are

measure absolutely, relatively cheaper than optical

Cons: Heavier sponsors, difficult to move, wires on body, Cost, Limited Range, magnetic

distortion occurs as distance increases, prone to interference from magnetic fields- cement

floors usually contain metal, so stages must be built.


2. Mechanical Motion capture

In this type of motion capture Performer wears a human shape set of metal strips like a very

basic skeleton that is hooked on to performers back. Each joints has sensors which gives the

position.

Other type of mechanical motion capture involves gloves, mechanical arm, or articulated

models (like monkey), which are used for key framing.

Pro: no interference from light or magnetic fields, No range limit, n

Con: No realistic motion. Sensors makes noise. The technology has no awareness of ground,

so there can be no jumping, plus feet data tends to slide. Equipment must be calibrated often.

Unless there is some other type of sensor in place, it does not know which way the

performer’s body is pointing. Absolute positions are not known but are calculated from the

rotations.

3. Optical Motion Capture

Optical motion capture is most commonly used technology. There are two types of optical

motion capture. Reflective and Pulse LED. Optical motion capture is capturing data digitally
which is capable of turning real life motion into digital form. Optical motion capture is

extensively used many fields like animation, special effects, gaming. This technique brings a

better feeling of life in character.

In short it uses number of special cameras from different angle. Basically using two or more

camera angles brings a sense of a 3d world. This technique has reflective markers which are

placed on actor’s body. Because these are reflective markers, it becomes easy for software to

identify the position in 3d world. When the same marker gets tracked from more than one

camera it gives details of all the three axis. Marker base capture can give more accuracy over

mark less motion capture.

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