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Understanding Motion Capture for Computer Animation, Second Edition (The Morgan Kaufmann Series in Computer Graphics)

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One could say that motion capture technology hasn’t evolved much in the past twenty years. It still relies mostly on cameras, electromagnetics, or mechanics. Of course, the components are much better and we are now able to obtain superior measurements. Data that took weeks to process in the early days can now be obtained in real time with the brand-new, ultrahigh- resolution cameras or microelectromechanical systems. Components are now small enough and cheap enough for us to have consumer products that rely on human motion.

What has evolved the most is the understanding of the medium. We can now say that Motion Capture and Performance Capture are two very different things. At the very beginning of computer graphics, only engineers were capable of creating imagery. It was not until tools became friendly enough for artists that computer graphics flourished and became an integral piece of filmmaking. The same has occurred with Performance Capture as now real artists have embraced it and we are starting to see what the real potential is.

Besides updating the old material, I have now included descriptions of brand-new technologies that could potentially become the new standard. Those technologies will enable new and exciting applications in medicine, sports, security, and other areas.

There is also a fresh look at facial capture, descriptions of the newest file formats, and accounts of the latest projects where the technology was used successfully in creating full body and facial performances. I have also included an updated list of related resources available throughout the world.

The Updated Edition is aimed at the new Motion and Performance Capture artists and technicians, to give them an understanding of the history, the controversy, and what goes on under the hood.

The power of today's motion capture technology has taken animated characters and special effects to amazing new levels of reality. And with the release of blockbusters like Avatar and Tin-Tin, audiences continually expect more from each new release. To live up to these expectations, film and game makers, particularly technical animators and directors, need to be at the forefront of motion capture technology. In this extensively updated edition of Understanding Motion Capture for Computer Animation and Video Games, an industry insider explains the latest research developments in digital design and film, games, medicine, sports, and security engineering.

This completely updated new edition tells the complete story of motion capture, including the current state-of-the-art technology, methodology, and the explosive growth of the motion capture industry. In-depth technical explanations pair text and code, to help you understand not only the fundamental tenets of motion capture, but also the reasons behind its successes and failures. This timely new edition is an essential resource for anyone producing realistic motion graphics.

  • Completely revised to include almost 40% new content with emphasis on RF and Facial Motion Capture Systems
  • Companion site with source code, motion capture data translator, and example files help you write conversion and motion data manipulation programs
  • Describes all the mathematical principles associated with motion capture and 3D character mechanics
  • Helps you budget by explaining the costs associated with individualized motion capture projects

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