Case study for Animating Virtual Human
Abstract In the last decades, the generation of 3D animations has proven to be a significant challenge and has limit commercial usage due to the high costs associated. Improvements in software motion capture system and calibration allow us to extract motion even from specific motion. This paper presents a fast and complete pipeline for capturing martial art movements. Keywords Motion capture, Digitization process, 3D reconstruction, movement modelling, Avatar animation Nowadays, various fields such as medical and entertainment industries, education or cultural preservation are using virtual humans. Much work has been done in the computer graphics domain to push the...
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