MOTION CAPTURE FOR 3D DATABASES
Overview of Methods for Motion Capture in 3D Databases
Dalibor Lupínek and Martin Drahanský
Brno University of Technology, Faculty of Information Technology, Božetěchova 2, Brno, Czech Republic
Keywords: Motion capture, motion, animation, kinematics.
Abstract: Motion capture is a modern method which is commonly used in animation and augmented reality. There
exists a large variety of functional systems that are based on different principles. The main concept of this
paper is to provide a preview for basic description of potential motion capture systems that are widely used
or represent a promising future. In addition, this paper presents an overview of a new system, which is now
in development.
1 INTRODUCTION
Motion Capture is an attractive method that makes
computer animation easier and more accurate. It
provides a realistic model of actor’s motion. It al-
lows the actor to work together with the director on
creating desired motion that is too complex to be
described in sufficient accuracy for it to be made by
classic hand animation techniques. As almost every-
thing, even motion capture has its weaknesses. In
order to capture the desired motion in required de-
tail, motion capture methods create large quantity of
unstructured data, with which is hard to manipulate.
Another weakness of motion capture is the process
of acquiring data which is commonly quite compli-
cated. While the development in methods for data
processing and for its utilization was in the past
years very fast, motion capture methods evolve in
comparison to them quite slowly. In order to acquire
needed data it is required to use special tracking
technology based on mechanical or magnetic sensors
or specially designed video cameras that trace atten-
tively placed and illuminated special markers. Al-
though these systems became over time sufficiently
accurate and reliable, they remain rather expensive
and relatively complex. This is the reason among
others that high quality motion capture can be today
carried out only by specialized studios.
Motion capture became an essential part of ani-
mation and augmented reality systems. Its objective
is to provide for the animator fast, accurate and if
possible low cost models of real motion. In the last
years a lot of effort is put in systems which use a
simple useable method for acquiring motion capture
data that preserver the system robustness. The data
processing should be fast and with minimal need for
human interaction, ideally none. Despite the exis-
tence of a number of high quality motion capture
systems based on various principles, a system that
would satisfy all these requirements does not exist
(yet). Therefore, it is essential when choosing a spe-
cific system to consider what is actually required
from this system. What kind of data should it pro-
duce, how accurate should be the capture of the de-
sired motion, degree of freedom of individual seg-
ments that will be captured, space requirements of
the motion, what kind of environment is available
and of course how much funds are available for the
whole system. Generally, like in a wide range of
other fields, it applies that systems that produce bet-
ter results tend to more expensive, then those that
produce worse results.
A lot of expectations are put in simple optical
marker-less systems that use a small amount of cam-
eras (Bregler and Malik, 1997). These systems do
not need any kind of special environment or special
suits, but their robustness is not yet very high.
Another type of a promising motion capture system
is the kind that uses imperceptible photo sensing
markers (Raskar, 2007). But this principle requires
that on the actor are mounted special tags, however
they are quite small and do not restrain the actor in
motion. These tags in addition need a power supply
and this system uses a special and expensive camera.
Inertial systems (Moven, 2007) could satisfy most of
the requirements. Their main disadvantage is the
99
Lupínek D. and Drahanský M. (2008).
MOTION CAPTURE FOR 3D DATABASES - Overview of Methods for Motion Capture in 3D Databases.
In Proceedings of the International Conference on Signal Processing and Multimedia Applications, pages 99-104
DOI: 10.5220/0001931900990104
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