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Event Entry

What and Who

From motion capture to interactive virtual worlds

Helge Rhodin
MMCI
Promotionskolloquium
AG 2, AG 4, RG1, MMCI  
Public Audience
English

Date, Time and Location

Thursday, 15 December 2016
18:00
-- Not specified --
E1 4
019
Saarbrücken

Abstract

Performance-driven character animation is chosen as a representative application
and motion capture algorithms and animation methods are advanced to meet its high
demands. Limitations of existing approaches are relaxed, such as coarse resolution
and restricted capture volume, the dependence on expensive and complex multi-camera
systems, and the use of intrusive suits and controllers.

For motion capture, set-up time is reduced using fewer cameras, accuracy is increased
despite occlusions and general environments, initialization is automated, and free roaming
is enabled by egocentric cameras. For animation, increased robustness enables the use of
low-cost sensors input, custom control gesture definition is guided to support novice users,
and animation expressiveness is increased.
The important contributions are:
1) an analytic and differentiable visibility model for pose
optimization under strong occlusions,
2) a volumetric contour model for automatic actor
initialization in general scenes,
3) a method to annotate and augment image-pose databases
automatically,
4) the utilization of unlabeled examples for character control, and
5) the generalization and disambiguation of cyclical gestures for faithful character animation.
In summary, the whole process of human motion capture, processing, and application to
animation is advanced. These advances on the state of the art have the potential to improve
many interactive applications, within and outside of virtual reality.

Contact

Ellen Fries
9325-4003
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Ellen Fries, 12/05/2016 11:15 -- Created document.