4D Performance Modelling and Animation

A. Hilton
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Abstract

Visual reconstruction of dynamic events as 3D video, such as an actor performance or sports action, has advanced to the stage where it is possible to achieve free-viewpoint replay with a quality approaching the captured video. In this talk we present research going beyond replay to allow the creation of 4D models which support interactive animation control from captured performance whilst maintaining the realism of video. 4D models are constructed by alignment of reconstructed mesh sequences into a temporally coherent structure. Recent work has introduced a non-sequential approach to non-rigid mesh sequence alignment which constructs a shape similarity tree to align across a database of multiple sequences. This avoids problems of drift and tracking failure associated with sequential alignment approaches. Temporally aligned 4D models provide the basis for parameterisation of multiple related sequences to give continuous interactive movement control. Representation of multiple sequences in a 4D parametric motion graph enables transition between multiple motions to achieve interactive character animation.
4D性能建模和动画
动态事件的视觉重建作为3D视频,如演员表演或体育动作,已经发展到可以实现自由视点重放的阶段,其质量接近捕获的视频。在这次演讲中,我们提出了超越重播的研究,允许创建4D模型,支持从捕获的性能中进行交互式动画控制,同时保持视频的真实感。通过将重建的网格序列对齐成一个时间相干结构来构建4D模型。最近的工作介绍了一种非顺序的非刚性网格序列对齐方法,该方法构建了一个形状相似树来跨多个序列数据库进行对齐。这避免了与顺序对齐方法相关的漂移和跟踪失败问题。时间对齐的四维模型为多个相关序列的参数化提供了基础,从而实现连续的交互运动控制。在4D参数化运动图形中表示多个序列,可以实现多个运动之间的过渡,以实现交互式角色动画。
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