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In technical terms "Motion capture (Mocap) is sampling and recording motion of humans, animals,
and inanimate objects as 3D data", but in simple terms “Recording of motion and playback” OR
"One way of acting out an animation" is Motion Capture. So in this paper we are going to present
technical as well as simple aspects of Motion Capture like from simple history of Mocap to technical
process of Mocap, simple applications of mocap to technical aspects of Mocap.
In this paper first thing that would be cleared is that Mocap is not new technology it is used since
1872 when Edward Muybridge performs Flying Horse experiment to know that if a horse ever had
all four feet off the ground while trotting? So Muybridge placed cameras to capture movements of
running horse and takes multiple pictures of horse and proved that statement true. After that
Etienne-Jules Marey became the First person to analyze human and animal motion with video.
After all these main-frame motion capture started when in 1915 Rotoscoping which is described in
this paper later comes in animation techniques and it changed whole meaning of animation. Then
process of basic motion capture and some techniques used i.e. how motion or movements of an
actor are captured using various markers, sensors, cameras and mechanical or magnetic suits
and then how these recorded data is converted and applied on a virtual actor to perform same
movements. Then some applications like films, animation, medical etc. are discussed and at last
a brief about some pros and cons of Mocap is stated.so overall in this paper we tried to give basic
knowledge on mocap so that a non-technical or normal person can also understand that how
mocap is started and how it is useful or popular now days.
INTRODUCTION:
"Motion Capture" is the term used to describe the process of recording human movement and
translating that movement onto a digital model. It is used in military, entertainment, sports, medical
applications for validation of computer vision and robotics. In film making it refers to recording the
actions of human actors, and using that information to animate digital character models in 2D or
3D computer animation. When it includes face, fingers and captures subtle expressions, it is often
referred to as performance capture in motion capture sessions.
Movements of one or more actors are sampled many times per second,although with most
techniques motion capture records only the movement of actors , not his or her visual appearance
this animation data is mapped to a 3D model so that the model performs the same actions as the
actor. This is comparable to the older technique of rotoscope such as 1978 "The Lord Of Rings"
animated film where visual appearance of the motion of an actor was filmed,then the film is used
as guide for the frame by frame motion of the hand-drawn animated character.
Camera movements can also be motion captured so that a virtual camera in the scene will pan,
tilt, or dolly around the stage driven by a camera operator while the actor is performing, and the
motion capture system can capture the camera and props as well as the actor's performance. This
allows the computer-generated characters, images and sets to have the same perspective as the
video images from the camera. A computer processes the data and displays the movements of
the actor, providing the desired camera positions in terms of objects in the set. Retroactively
obtaining camera movement data from the captured footage is known asmatch moving or camera
tracking.
Research and development of digital MOCAP technology started in pursuit of medical and military
applicationsin the 1970s. The CGI industry discovered the technology’s potentials in the 1980s.
Since someof this book’s readers weren’t born in the 1980s, let’s recall the 1980s. In the 1980s
there were floppydisks that were actually floppy and most computers were equipped with
monochrome monitors, somewith calligraphic displays. To view color images, for example
rendered animation frames, images had tobe sent to a “frame buffer,” which was often shared by
multiple users due to its cost. Large computerswere housed in ice cold server rooms. The noise of
dot matrix printers filled offices. Ray-tracing and radio city algorithms were published in the 1980s.
Renderers based on these algorithms required asupercomputer or workstations to render
animation frames in a reasonable amount of time.
Personal computers weren’t powerful enough. (Ray-tracing and radio city didn’t become widely
available untilthe computing power improved.) CPUs, memories, storage devices, and applications
were more expensive than today. Wave front Technologies developed and marketed the first
commercial off-the-shelf3D computer animation software in 1985. Only a handful of computer
animation productioncompanies existed. Most of the animations that they produced were “flying
logos” for TV commercialsor TV programme’s opening sequences. These were often 15 to 30
seconds long per piece. The readerswho saw “Brilliance” (also called “Sexy Robot”) in the 1980s
probably still remember the astonishmentof seeing a computer generated character, a shiny
female robot, moving like a real human being.
“Brilliance” was produced by Robert Abel and Associates for the National Canned FoodInformation
Council and was aired during the 1985 Super Bowl. They invented their own methodfor capturing
motion for the project. They painted black dots on 18 joints of a female model andphotographed
her action on a swivel stool from multiple angles. The images were imported intoSilicon Graphics
workstations and a number of applications were employed to extract the informationnecessary to
animate the CGI robot. They didn’t have enough computing power to renderframes for the 30
second piece in house. So, in the final 2 weeks before the project deadline theyborrowed VAX
11/750 computers around the country to render. The final product was a groundbreaking piece and
is regarded as a milestone in the history of CGI.
ROTOSCOPING:
A Rotoscoping is a device that enables animators to trace live action movement, frame by frame,
for use in animation.This method is called "Rotoscoping".
APPLICATIONS:
5.1. Entertainment
1.Computer generated characters in live action films like avatar, polar express.
2.Games using motion capture technology such as prince of persia, grand theft auto 5 etc.
5.2. Medicine
1.For gait analysis, rehabilitation.
2. Injury prevention, performance analysis, performance enhancement in sports.
ADVANTAGES
Motion capture offers several advantages over traditional computer animation of a 3D model
1. More rapid, even real time results can be obtained. In entertainment applications this can reduce
the costs of key frame-based animation.
2. The amount of work does not vary with the complexity or length of the performance to the same
degree as when using traditional techniques. This allows many tests to be done with different styles
or deliveries.
3. Comlpex movement and realistic physical interactions such as secondary motions, weight and
exchange of forces can be easily recreated in a physically accurate manner.
4. The amount of animation data that can be produced within a given time is extremely large when
compared to traditional animation techniques. This contributes to both cost effectiveness and
meeting production deadlines.
5. Potential free software and third party solutions reducing its costs.
CONCLUSION:
Although the motion capture requires some technical means, we can quite get what to do ityourself
at home in a reasonable cost that can make your own short film. Motion capture is a major in the
field of cinemas as you can reprocess the image in a more simple in fact it is easier to modify an
image captured a classic scene, all although this is too expensive, but it is also a major asset in
medicine, for example it can be used to measure the benefit of a transaction via recording of the
movement of patient before or after the operation (such as in the case of application prosthesis or
simply at a medical classic in the future perhaps).
BIBLIOGRAPHY:
https://www.fogscreen.com
https://www.google.com https://wikipedia.com
https://www.engadget.com/tag/interface/