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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorPronost, N.G.
dc.contributor.authorDonselaar, M.
dc.date.accessioned2014-08-11T17:00:49Z
dc.date.available2014-08-11T17:00:49Z
dc.date.issued2014
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/17599
dc.description.abstractThis thesis described the process of creating a full Performance Animation pipeline from motion capture to virtual character animation. In this pipeline, techniques are discussed to detect and handle mislabeled motion capture markers, reduce data noise by means of a Kalman filter, extrapolate and interpolate, as well as skeleton reconstruction and inverse kinematics by means of the Cyclic Coordinate Descent Algorithm. The animations are created using different setups of markers and joint freedom, in order to test the effects markers and joints have on the perceived naturalness and determine the optimal configuration. An alternative way of indicating naturalness is described using objective error metrics, which show a moderately strong correlation to perceived naturalness data obtained through a user case study.
dc.description.sponsorshipUtrecht University
dc.format.extent760084
dc.format.mimetypeapplication/pdf
dc.language.isoen
dc.titleOnline Full Body Motion Reconstruction
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsperformance animation; motion reconstruction; online; naturalness; animation; motion capture; optical motion capture; Kalman filter; Cyclic Coordinate Descent; inverse kinematics, skeleton fitting
dc.subject.courseuuGame and Media Technology


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