MPI-I-2006-4-003. July 2006, 27 pages. | Status: available - back from printing | Next --> Entry | Previous <-- Entry
Abstract in LaTeX format:
We present a novel versatile, fast and simple framework to generate
highquality animations of scanned human characters from input motion data.
Our method is purely mesh-based and, in contrast to skeleton-based
animation, requires only a minimum of manual interaction. The only manual
step that is required to create moving virtual people is the placement of
a sparse set of correspondences between triangles of an input mesh and
triangles of the mesh to be animated. The proposed algorithm implicitly
generates realistic body deformations, and can easily transfer motions
between human erent shape and proportions. erent types of input data, e.g.
other animated meshes and motion capture les, in just the same way.
Finally, and most importantly, it creates animations at interactive frame
rates. We feature two working prototype systems that demonstrate that our
method can generate lifelike character animations from both marker-based
and marker-less optical motion capture data.
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