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	<title>prof.irfanessa.com &#187; Motion Capture</title>
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	<description>Irfan Essa&#039;s Academic Activities</description>
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		<title>Paper (2009) In IEEE Transactions on Visualization and CG &#8220;Fluid Simulation with Articulated Bodies&#8221;</title>
		<link>http://prof.irfanessa.com/2009/06/10/swimmer/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=swimmer</link>
		<comments>http://prof.irfanessa.com/2009/06/10/swimmer/#comments</comments>
		<pubDate>Wed, 10 Jun 2009 12:20:18 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Greg Turk]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Nipun Kwatra]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Motion Capture]]></category>

		<guid isPermaLink="false">http://academics.irfanessa.com/?p=529</guid>
		<description><![CDATA[Nipun Kwatra, Chris Wojtan, Mark Carlson, Irfan A. Essa, Peter J. Mucha, Greg Turk (2009), &#8220;Fluid Simulation with Articulated Bodies&#8220;, IEEE Transactions on Visualization and Computer Graphics, 10 Jun. 2009. IEEE computer Society Digital Library. IEEE Computer Society. [DOI &#124; PDF (see copyright) &#124; Video &#124; Website] Abstract We present an algorithm for creating realistic [...]]]></description>
			<content:encoded><![CDATA[<p>Nipun Kwatra, Chris Wojtan, Mark Carlson, Irfan A. Essa, Peter J. Mucha, Greg Turk (2009), &#8220;<a href="http://www2.computer.org/portal/web/csdl/doi/10.1109/TVCG.2009.66">Fluid Simulation with Articulated Bodies</a>&#8220;, <em>IEEE Transactions on Visualization and Computer Graphics</em>, 10 Jun. 2009. IEEE computer Society Digital Library. IEEE Computer Society. [<a href="&lt;http://doi.ieeecomputersociety.org/10.1109/TVCG.2009.66&gt;" target="_blank">DOI</a> | <a href="http://www.cc.gatech.edu/cpl/projects/swimmer/paper/MF.pdf" target="_blank">PDF</a> (see <a href="./copyright" target="_blank">copyright</a>) | <a href="http://www.cc.gatech.edu/cpl/projects/swimmer/video/MF.avi" target="_blank">Video</a> | <a href="http://www.cc.gatech.edu/cpl/projects/swimmer/" target="_blank">Website</a>]</p>
<p style="text-align: center;"><strong>Abstract</strong></p>
<p style="text-align: justify;">We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body with the fluid is performed by incorporating joint constraints with rigid animation and by extending a solid/fluid coupling method to handle articulated chains. Our solver takes as input the current state of the simulation and calculates the angular and linear accelerations of the connected bodies needed to match a particular motion sequence for the articulated body. These accelerations are used to estimate the forces and torques that are then applied to each joint. Based on this approach, we demonstrate simulated swimming results for a variety of different strokes, including crawl, backstroke, breaststroke and butterfly. The ability to have articulated bodies interact with fluids also allows us to generate simulations of simple water creatures that are driven by simple controllers.</p>
<p style="text-align: center;"><img class="size-large wp-image-530  aligncenter" title="teaser" src="http://academics.irfanessa.com/wp-content/uploads/2009/06/teaser-1024x338.jpg" alt="teaser" width="400" /></p>
<p style="text-align: justify;">
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		<title>Paper (2009) In ACM Symposium on Interactive 3D Graphics &#8220;Human Video Textures&#8221;</title>
		<link>http://prof.irfanessa.com/2009/03/01/human-video-textures/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=human-video-textures</link>
		<comments>http://prof.irfanessa.com/2009/03/01/human-video-textures/#comments</comments>
		<pubDate>Sun, 01 Mar 2009 19:43:45 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[ACM SIGGRAPH]]></category>
		<category><![CDATA[Computational Photography and Video]]></category>
		<category><![CDATA[James Rehg]]></category>
		<category><![CDATA[Matt Flagg]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Papers]]></category>
		<category><![CDATA[Sing Bing Kang]]></category>
		<category><![CDATA[2009]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Computational Photography]]></category>
		<category><![CDATA[Computational Video]]></category>
		<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Motion Capture]]></category>
		<category><![CDATA[Video Textures]]></category>

		<guid isPermaLink="false">http://academics.irfanessa.com/?p=473</guid>
		<description><![CDATA[&#160; Matthew Flagg, Atsushi Nakazawa, Qiushuang Zhang, Sing Bing Kang, Young Kee Ryu, Irfan Essa, James M. Rehg (2009), Human Video Textures In Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2009 (I3D ’09), Boston, MA, February 27-March 1 (Fri-Sun), 2009 [PDF (see Copyright) &#124; Video in DiVx &#124; Website ] Abstract This paper describes a data-driven approach [...]]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
<p><a href="http://www.cc.gatech.edu/~mflagg">Matthew Flagg</a>, <a href="http://www.ime.cmc.osaka-u.ac.jp/~nakazawa/wiki/">Atsushi Nakazawa</a>, Qiushuang Zhang, <a href="http://research.microsoft.com/en-us/people/sbkang/">Sing Bing Kang</a>, Young Kee Ryu, <a href="http://www.irfanessa.com/">Irfan Essa</a>, <a href="http://www.cc.gatech.edu/~rehg">James M. Rehg</a> (2009), <a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/">Human Video Textures</a> In Proceedings of the ACM Symposium on Interactive 3D Graphics and Games 2009 (<a href="http://graphics.cs.williams.edu/i3d09/" target="_blank">I3D ’09</a>), Boston, MA, February 27-March 1 (Fri-Sun), 2009 [<a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/HVT.pdf" target="_blank">PDF</a> (see <a href="./copyright" target="_blank">Copyright</a>) | <a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/hvt-i3d.avi">Video</a> in DiVx | <a href="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/">Website</a> ]</p>
<p style="text-align: center;"><strong>Abstract</strong></p>
<p style="text-align: justify;">This paper describes a data-driven approach for generating photorealistic animations of human motion. Each animation sequence follows a user-choreographed path and plays continuously by seamlessly transitioning between different segments of the captured data. To produce these animations, we capitalize on the complementary characteristics of motion capture data and video. We customize our capture system to record motion capture data that are synchronized with our video source. Candidate transition points in video clips are identified using a new similarity metric based on 3-D marker trajectories and their 2-D projections into video. Once the transitions have been identified, a video-based motion graph is constructed. We further exploit hybrid motion and video data to ensure that the transitions are seamless when generating animations. Motion capture marker projections serve as control points for segmentation of layers and nonrigid transformation of regions. This allows warping and blending to generate seamless in-between frames for animation. We show a series of choreographed animations of walks and martial arts scenes as validation of our approach.</p>
<div class="wp-caption aligncenter" style="width: 514px"><span style="text-decoration: underline;"><img class="   aligncenter" title="Human Video Textures" src="http://www.cc.gatech.edu/cpl/projects/humanvideotextures/graphics/teaser.png" alt="Example Image from Project" width="504" height="156" /> </span><p class="wp-caption-text">Human Video Textures (Output Rendered as a Collage!)</p></div>
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		<title>Thesis: Gabriel Brostow&#8217;s PhD (2004): &#8220;Novel Skeletal Representation for Articulated Creatures&#8221;</title>
		<link>http://prof.irfanessa.com/2004/04/09/brostow-phd200/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=brostow-phd200</link>
		<comments>http://prof.irfanessa.com/2004/04/09/brostow-phd200/#comments</comments>
		<pubDate>Fri, 09 Apr 2004 16:17:01 +0000</pubDate>
		<dc:creator>Irfan Essa</dc:creator>
				<category><![CDATA[Activity Recognition]]></category>
		<category><![CDATA[Gabriel Brostow]]></category>
		<category><![CDATA[Modeling and Animation]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Thesis]]></category>
		<category><![CDATA[2004]]></category>
		<category><![CDATA[Animation]]></category>
		<category><![CDATA[Computational Video]]></category>
		<category><![CDATA[Computer Vision]]></category>
		<category><![CDATA[Motion Capture]]></category>

		<guid isPermaLink="false">http://essa.org/irfan/wp/?p=16</guid>
		<description><![CDATA[<p>We define a Spine as a branching axial structure representing the shape and topology of a 3D objects limbs, and capturing the limbs correspondence and motion over time. ... In general, our approach combines the objectives of generalized cylinders, 3D scanning, and markerless motion capture to generate baseline models from real puppets, animals, and human subjects.</p>
]]></description>
			<content:encoded><![CDATA[<p><a href="http://mi.eng.cam.ac.uk/~gjb47/" target="_blank">Gabriel Brostow</a> (2004), <a href="http://smartech.gatech.edu/handle/1853/5236">&#8220;Novel Skeletal Representation for Articulated Creatures&#8221;</a> PhD Thesis, Georgia Institute of Technology, College of Computing. (Advisor: Irfan Essa) [<a href="http://www.cc.gatech.edu/cpl/projects/spines/Thesis/Gabriel_Brostow_PhDThesis.pdf">PDF</a>] [<a href="http://hdl.handle.net/1853/5236" target="_blank">URI</a>]</p>
<h4><strong>Abstract</strong></h4>
<p>This research examines an approach for capturing 3D surface and structural data of moving articulated creatures. Given the task of non-invasively and automatically capturing such data, a methodologyand the associated experiments are presented, that apply to multiview videos of the subjects motion. Our thesis states: A functional structure and the timevarying surface of an articulated creature subject are contained in a sequence of its 3D data. A functional structure is one example of the possible arrangements of internal mechanisms (kinematic joints, springs, etc.) that is capable of performing the motions observed in the input data. Volumetric structures are frequently used as shape descriptors for 3D data. The capture of such data is being facilitated by developments in multi-view video and range scanning, extending to subjects that are alive and moving. In this research, we examine vision-based modeling and the related representation of moving articulated creatures using Spines. We define a Spine as a branching axial structure representing the shape and topology of a 3D objects limbs, and capturing the limbs correspondence and motion over time. The Spine concept builds on skeletal representations often used to describe the internal structure of an articulated object and the significant protrusions. Our representation of a Spine provides for enhancements over a 3D skeleton. These enhancements form temporally consistent limb hierarchies that contain correspondence information about real motion data. We present a practical implementation that approximates a Spines joint probability function to reconstruct Spines for synthetic and real subjects that move. In general, our approach combines the objectives of generalized cylinders, 3D scanning, and markerless motion capture to generate baseline models from real puppets, animals, and human subjects.</p>
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