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Understanding motion capture for computer animation PDF

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UNDERSTANDING MOTION CAPTURE FOR COMPUTER ANIMATION UNDERSTANDING MOTION CAPTURE FOR COMPUTER ANIMATION — SECOND EDITION ALBERTO MENACHE AMSTERDAM (cid:129) BOSTON (cid:129) HEIDELBERG (cid:129) LONDON NEW YORK (cid:129) OXFORD (cid:129) PARIS (cid:129) SAN DIEGO SAN FRANCISCO (cid:129) SINGAPORE (cid:129) SYDNEY (cid:129) TOKYO Morgan Kaufmann Publishers is an imprint of Elsevier AcquiringEditor:JeniferNiles DevelopmentEditor:RobynDay ProjectManager:HeatherTighe Designer:AlisaAndreola MorganKaufmannisanimprintofElsevier 30CorporateDrive,Suite400,Burlington,MA01803,USA #2011Elsevier,Inc.Allrightsreserved. Nopartofthispublicationmaybereproducedortransmittedinanyformorbyanymeans, electronicormechanical,includingphotocopying,recording,oranyinformationstorageand retrievalsystem,withoutpermissioninwritingfromthepublisher.Detailsonhowtoseek permission,furtherinformationaboutthePublisher’spermissionspoliciesandourarrangements withorganizationssuchastheCopyrightClearanceCenterandtheCopyrightLicensingAgency, canbefoundatourwebsite:www.elsevier.com/permissions. Thisbookandtheindividualcontributionscontainedinitareprotectedundercopyrightbythe Publisher(otherthanasmaybenotedherein). Notices Knowledgeandbestpracticeinthisfieldareconstantlychanging.Asnewresearchandexperience broadenourunderstanding,changesinresearchmethodsorprofessionalpractices,maybecome necessary. Practitionersandresearchersmustalwaysrelyontheirownexperienceandknowledge inevaluatingandusinganyinformationormethodsdescribedherein.Inusingsuchinformationor methodstheyshouldbemindfuloftheirownsafetyandthesafetyofothers,includingpartiesfor whomtheyhaveaprofessionalresponsibility. Tothefullestextentofthelaw,neitherthePublishernortheauthors,contributors,oreditors, assumeanyliabilityforanyinjuryand/ordamagetopersonsorpropertyasamatterofproducts liability,negligenceorotherwise,orfromanyuseoroperationofanymethods,products, instructions,orideascontainedinthematerialherein. LibraryofCongressCataloging-in-PublicationData Menache,Alberto,1961- Understandingmotioncaptureforcomputeranimation/AlbertoMenache.–2nded. p.cm. ISBN978-0-12-381496-8(acid-freepaper) 1. Computeranimation. I.Title. TR897.7.M45972011 006.6096–dc22 2010035604 BritishLibraryCataloguing-in-PublicationData AcataloguerecordforthisbookisavailablefromtheBritishLibrary. ISBN:978-0-12-381496-8 PrintedintheUnitedStatesofAmerica 11 12 13 14 15 10 9 8 7 6 5 4 3 2 1 ForinformationonallMKpublicationsvisitourwebsiteatwww.mkp.com Dedication I dedicate this book with infinite gratitude to my dear friends who looked out for me and my family through difficult times. To Ronit, mi gordita preciosa. PREFACE One could say that motioncapturetechnology 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.Datathattookweekstoprocessintheearlydays can now be obtained in real time with the brand-new, ultra- high-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.Itwasnotuntiltoolsbecamefriendlyenoughforartists that computer graphics flourishedand became an integral piece of filmmaking. The same has occurred with Performance Cap- ture 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 andexcitingapplicationsinmedicine,sports,security,andother areas. Thereisalsoafreshlookatfacialcapture,descriptionsofthe newestfileformats,andaccountsofthelatestprojectswherethe technologywasusedsuccessfullyincreatingfullbodyandfacial performances.Ihave also included an updated list of related re- sources available throughout the world. The Updated Edition is aimed at the new Motion and Perfor- mance Capture artists and technicians, to give them an under- standing of the history, the controversy, and what goes on under the hood. Alberto Menache [email protected] ix ACKNOWLEDGMENTS Illustrations by David House Motion capture data files by House of Moves Thanks to the Following Persons for Their Contributions Updated Edition Jerome Chen D.J. Hauck Steven M. Ilous Jon Landau Original Edition Robert Abel—Rest in Peace Larry Bafia Graham Bruce Gordon Cameron Benjamin Cheung Richard Chuang Peter Conn Eric Darnell Karen Goulekas Rex Grignon Tim Johnson Jeff Kleiser Fred Nilsson George Merkert Evan Ricks Carl Rosendahl Thanks to the Following Persons for Their Support and Assistance Albert Hastings Alexandra Menache Brian Rausch xi 1 MOTION CAPTURE PRIMER CHAPTER OUTLINE Motion Capture and Performance Animation 2 History of Performance Animation in the Entertainment Field 3 The Rotoscope 3 Brilliance 4 Pacific Data Images 7 TheJimHensonHour 7 Exoskeleton 10 deGraf/Wahrman 11 Kleiser-Walczak Construction Company 12 Homer and Associates 13 PartyHardy 13 Steam 14 Motion Capture Service Bureaus 16 Types of Motion Capture 16 Optical Motion Capture Systems 17 Advantages ofOptical Systems 20 Disadvantages ofOpticalSystems 21 Radio Frequency Positioning Systems 22 GlobalPositioning System(GPS) 22 Real-Time LocationSystems(RTLS) 23 LocalPositioning System 24 Electromagnetic Trackers 26 Advantages ofMagneticTrackers 28 Disadvantages ofMagneticTrackers 28 Electromechanical Performance Capture Suits 28 Advantages ofElectromechanical BodySuits 30 Disadvantages ofElectromechanical BodySuits 30 Digital Armatures 30 Facial Motion Capture Systems 31 FacialMuscleandSkinSimulators 32 DynamicBlendShapes 33 ComputerVision 33 Other Motion Capture Systems 34 TheWaldo 34 HandTrackers 35 UnderstandingMotionCaptureforComputerAnimation. 1 #2011ElsevierInc.Allrightsreserved. 2 Chapter1 MOTIONCAPTUREPRIMER Applications of Motion Capture 37 Medicine 37 Sports 39 Entertainment 41 VideoGames 41 Television 42 FeatureFilms 43 Law 44 Security and Defense 44 Engineering 45 Future Applications 45 Motion Capture and Performance Animation Motion capture is the process of recording a live motion eventandtranslatingitintousablemathematicaltermsbytrack- ing a number of key points in space over time and combining them to obtain a single three-dimensional (3D) representation of the performance. In brief, it is the technology that enables the process of translating a live performance into a digital performance.Thecapturedsubjectcouldbeanythingthatexists in the real world and has motion; the key points are the areas that best represent the motion of the subject’s different moving parts. These points should be pivot points or connections between rigid parts of the subject. For a human, for example, some of the key points are the joints that act as pivot points and connections for the bones. The location of each of these points is identified by one or more sensors, markers, or potentiometers that are placed on the subject and that serve, in one way or another, as conduits of information to the main collection device. From now on, when speaking generally about these, I will refer to them as “markers.” Performance animation is not the same as motion capture, although many people use the two terms interchangeably. Whereas motion capture pertains to the technology used to col- lectthemotion,performance animationreferstotheactualper- formance that is used to bring a character to life, regardless of the technology used. To obtain it, one must go through the whole process of motion capture and then map the resulting data onto a 3D character. In short, motion capture is the collec- tion of data that represents motion, whereas performance ani- mation is the final product of a characterdriven by a performer. There are different ways of capturing motion. Some systems use cameras that digitize different views of the performance, Chapter 1 MOTIONCAPTUREPRIMER 3 which are then used to put together the position of key points, each represented by one or more reflective markers. Others use electromagnetic fields or ultrasound to track a group of sensors. Mechanical systems based on linked structures or armatures that use potentiometers to determine the rotation of each link are also available. Combinations of two or more of these technologiesexist,andnewertechnologiesarealsobeingtested, allaimingforoneresult:real-timetrackingofanunlimitednum- ber of key points with no space limitations at the highest fre- quency possible with the smallest margin of error. This is the Holy Grail of motion capture and probably the mission state- mentofeverymotioncapturehardwaremanufacturer’sresearch department.Ilaterdiscusshoweachofthecurrenttechnologies falls short in this respect. History of Performance Animation in the Entertainment Field The Rotoscope Motion capture in the entertainment field is the descendant ofrotoscoping,atechniquestillusedbysometraditionalanima- tion studios to copy realistic motion from film footage onto cartoon characters. The rotoscope device was invented and patented by cartoon- ist Max Fleischer in 1915, with the intent of automating the production of cartoon films. The device projected live-action film, a frame at a time, onto a light table, allowing cartoonists totracetheframe’simageontopaper.Thefirstcartooncharacter ever to be rotoscoped was Koko the Clown. Fleischer’s brother, Dave, acted out Koko’s movements in a clown suit. Fleischer wanted to use Koko to convince the big studios to use the new process for their cartoon projects. The sale was difficult because it had taken Fleischer about a year to produce the initial 1-min cartoon using the technique, so he couldn’t market it as a mass production tool. Eventually, Fleischer realized that rotoscoping would be a viable technique only for certain shots that required realistic motion. Walt Disney Studios used some rotoscoping in 1937 to create themotionofhumancharactersinSnowWhite.SnowWhiteher- selfandthePrincewerepartiallyrotoscoped.Thedecisiontouse rotoscoping wasn’t a matter of cost, but of realistic human motion. In fact, Snow White went tremendously over budget due to the complexity of the animation. 4 Chapter1 MOTIONCAPTUREPRIMER Rotoscoping has been adopted over the years by many car- toon studios, butfew actually admit using itbecause many peo- ple in the animation industry consider it cheating and a desecration of the art of animation. A two-dimensional (2D) approach, rotoscoping was designed for traditional, hand-drawn cartoons. The advent of 3D anima- tion brought about the birth of a new, 3D way of rotoscoping. Hence, motion capture. Brilliance Some of the current motion capture technologies have been around for decades, being used in different applications for medical and military purposes. Motion capture in computer graphics was first used in the late 1970s and early 1980s in the form of research projects at schools such as Simon Fraser Uni- versity, Massachusetts Institute of Technology, and New York InstituteofTechnology,butitwasusedinactualproductiononly in the mid-1980s. In late 1984, Robert Abel appeared on a talk show and was asked if he would soon be able to counterfeit people digitally. “We are a long ways from that,” he replied. “We haven’t even figured out human motion, which is the basis, and that’s a year away.” A week and a half later, Abel received a visit on a Friday afternoon from a creative director from Ketchum, a prominent advertising agency. The visitor brought six drawings of a very sexy woman made out of chrome. She was to have Kathleen Turner’s voice and would be the spokesperson for the National Canned Food Information Council, an association formed by Heinz, Del Monte, Campbell’s, and a number of big players that sold canned food. They felt they had to make a powerful state- ment because the idea of buying food in cans was becoming obsolete, so they wanted to do something really different andoutrageous, and theywanted ittoairduring theSuper Bowl in January 1985. “Can you do it?” asked the client. “You’re certainly here a lot earlier than I would have planned,” replied Abel, and asked the client to wait until the end of the weekend for an answer. At that time most computer graphics consisted of moving logos, landscapes, and other hard objects, and Robert Abel and Associates had already become a player in that market, along with MAGI, Triple-I (Information International, Inc.), John Whitney’s Digital Productions, and PDI, all of which had their own proprietary software, becauseat that time therewas almost no off-the-shelf animation software and whatever was available

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