Resources
Computer Animation and Motion Capture
Books
Moderní počítačová grafika.
Computer Press.
1998.
Chapters: 17. Počítačová animace, 18. Virtuální realita
Brief outline of computer animation subject-matter. Mentions about
Kochanek-Bartels and Catmul-Rom splines, articulated structures, forward
and inverse kinematics and colision detection.
Computer Graphics, Principles and Practice.
Addison-Wesley.
1990.
Chapters: 21. Animation, 20. Advanced Modeling Techniques
About animation generally. Outline of conventional animation process,
use of quaternions for orientation interpolation and technical aspects
of computer animation.
Advanced Animation and Rendering Techniques.
Addison-Wesley
1992.
State-Of-The-Art in Computer Animation: Proceedings
of Computer Animation '89.
Springer Verlag.
1989.
Motion Capture.
A K Peters Ltd.
2002.
Understanding Motion Capture for Computer Animation
and Video Games.
Morgan Kaufmann Publishers.
1999.
Modelling and Motion Capture Techniques for Virtual
Environments: International Workshop, Captech'98, Geneva.
Springer Verlag.
1999.
Simulating Humans: Computer Graphics Animation and
Control.
Oxford University Press.
1997.
Books by
3D Games: Real-Time Rendering and Software
Technology, Volume 1.
Addison-Wesley.
2000.
3D Games (Volume 2).
Addison-Wesley.
2003.
Books Online
Computer Animation: Algorithms and
Techniques.
Morgan Kaufmann.
2001.
/outdated draft/
Online
An outdated draft of the book online is missing some figures and with
poorly formated math expressions that are sometimes impossible to read.
Still a valuable source of information. The book starts with history of
conventional animation followed by extensive hardware and recording
technology. Interesting topics in the following chapters are:
- Chapter 3: Coordinate spaces in rendering pipeline, round-off error considerations for repeated transformations.
- Chapter 4 (Low-level animation): Useful reparametrizations of a curve, several ways to orientation interpolation including quaternions, smooth interpolation between multiple key values of orientation. Within morphing techniques there is a simple method how to assign parts of an object to respective bones in its skeleton.
- Chapter 5 (High-level animation): Articulated figure structures and manipulation (simple C source samples), forward and inverse kinematics (Jacobian pseudoinversion). Basic physics for rigid motion and dynamics, technique for flexible body dynamics. Behavioral and emergent systems – particles, flocks.
Numerical Recipes in C: The Art of Scientific
Computing. 2nd ed.
Cambridge University Press.
1992.
Invaluable book of numerical methods for programmers. Principles with
source codes in C.
Biomechanics Books
Books by
The Human Machine.
Columbia University Press.
1992.
Principles of Animal Locomotion.
Princeton Univ Pr.
2003.
Books by
Kinematics of Human Motion.
Human Kinetics Pub.
1998.
Kinetics of Human Motion.
Human Kinetics Pub.
2002.
Books by
Three-Dimensional Analysis of Human
Movement.
Human Kinetics Pub.
1995.
Three-Dimensional Analysis of Human Locomotion.
John Wiley & Son Ltd.
1998.
Books by
Muybridge's Complete Human and Animal Locomotion:
New Volume 1 (Reprint of original volumes 1-4).
Dover Pubns.
1979
The Human Figure in Motion.
Dover Pubns.
1989.
The Male and Female Figure in Motion: 60 Classic
Sequences.
Dover Pubns.
1984.
Animals in Motion.
Dover Pubns.
1957.
Horses and Other Animals in Motion.
Dover Pubns.
1985.
Journals
Course Notes
Motion Capture: Pipeline, Applications, and
Use.
SIGGRAPH 2002 course notes #28.
Basic course. Motion capture history, technology and types of MC
devices, MC pipeline, good and bad points of skeletal representation
[Gleicher]. The most valuable part is contribution by Davis about
captured motion analysis and recognition. Advantages of MC data are
presented, processing of raw data (filtering, interpolation, etc.) and
interesting future applications. Another nice paper by Belland inspires
how to construct a very inexpensive puppet of an animal worn by human
for motion capture. Finally some MC and character animation Maya
tutorials follow.
Character Setup From Rig Mechanics to Skin
Deformations: A Practical Approach.
SIGGRAPH 2002 course notes #30.
Making Motion Capture Useful.
SIGGRAPH 2001 course notes #51.
Ideas, keypoints: Goal is to catch essence of the motion, not details
– postprocessing, abstraction in motion representation and
character models. Captured motion will never be better then the actor
is! What is visual tracking from video record. Sample data and
communication sheets with MC studio. Raw motion data processing and
principles of skeleton construction from marker set. Intro to motion
retargetting and computer puppetry. Important aspects to preserve in
retargetting are usually postions of end-effectors, joint angles and
root position respectively.
Character Motion Systems.
SIGGRAPH 1994 course notes #9.
Quite an old and shallow text about motion capture and related issues.
Papers
Animation from Observation – DRAFT.
BibTeX entry
First chapter of a book that will be published "one day".
Very useful to see the distinction between motion capture and
computer animation and to understand what motion capture
really is – only a part of the process of creating animation,
recording a motion from the real world. This motion usually needs to be
further processed.
Animation from Observation: Motion Capture and Motion
Editing.
Computer Graphics
1999.
Very nice Gleicher's paper gives an overview what is actually MC
all about, its role in animation and a relation to computer vision.
Computer Animation of Human Walking:
a Survey.
The Journal of Visualization and Computer
Animation.
1999.
Courses
Special computer graphics seminar (PGR005)
Selected presentations
-
Skeletální animace, inverzní kinematika. 12.3.2002.Kinematics, inverse kinematics solutions. Principles of numerical solution, Moore-Penrose pseudoinversion, Jacobian transposition method and Cyclic Coordinate Descent (CCD) method. Short comparison and kinematics bibliography.
-
HW podpora v modernich akceleratorech (vertex-shaders, pixel-shaders). BIStudio. 29.10.2001.Very simple vertex and pixel shaders, simple vertex shader for skeletal animation.