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.