| HODGINS, J. and O'BRIEN, J., "Computer animation, " Encyclopedia of Computer Science, pp. 301--304, 2000. |
....of this ability, people have high standards for animation sequences that feature humans or other creatures. For computer generated motion to be realistic and compelling, the virtual agents must move with a natural looking style. Animation techniques fall into three basic categories: keyframing [14], motion capture [15] and simulation [16] Each of these has its own advantages and disadvantages, which involve the level of control that the animator has over the fine details of the motion, the production cost, the efficiency in real time applications, and the ability to reuse the motion ....
J. Hodgins, J. O'Brien, "Computer Animation", Encyclopedia of Computer Science, 1998.
....of human is currently a main problem in animation field that was interested in developing a high level motion control and an efficient method. Method that applies to realistic data using motion capture for movement information of human is suited to real time motion capture system[Carls97][Hodgi]. According to the type of motion, it is difficult to process an error and modify problems in accompany with capture time[Rose96] whenever a step, walk velocity, and orientation changes, motion information has problems that should generate new data. Similar motions must capture on and on. A ....
Hodgins, J. K., O'Brien, J. F.: Computer Animation
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HODGINS, J. and O'BRIEN, J., "Computer animation, " Encyclopedia of Computer Science, pp. 301--304, 2000.
No context found.
HODGINS, J. and O'BRIEN, J., "Computer animation, " Encyclopedia of Computer Science, pp. 301--304, 2000.
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