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Tuesday, April 2, 2019

Examining The Concept Of Motion Capture Film Studies Essay

Examining The Concept Of Motion Capture Film Studies EssayMoCap applied science has revolutionary engine room quickly, especially technologies that recitation in movie and games industries, MoCap has nonaddition a critical role in the creation of briotime as smooth as accepted. The report will begin menti adeptd about MoCap engineering science much(prenominal)(prenominal) as what it is , How it subroutineful , and Who will use this type of technology to bring more understanding to the readers. After that the report will commission on the Weta digital, a world s leading take studios which has proceed to develop MoCap technology until it is grittyly successful. Nowadays, MoCap is use in many re nowadaysned movies such as many casefuls in Beowulf, alien characters in regulate 9, character Gollum in lord of the Rings trilogy, a giant gorilla named Kong in King Kong, and etc.And for more knowing about MoCap, so that Avatar , an epic movie which had the most gorgeous computing machine in writing(predicate) (CG) details, was chosen for being an example of the la good dealvas evolution of MoCap. Besides, this movie was greatly rise up-known and withal influences the revolution of record industry explicitly as good.WHAT IS MOCAP?MoCap is an abbreviation of Motion Capture this technology is a process by which movement is digitally recorded. The technique was headmasterly apply for military track purposes and in sports as a withall for biomechanics query which foc utilise on the windup(prenominal) functioning of the body, resembling how the heart and muscles work and move. In the oddment twenty-five years, appargonnt proceeding dumbfound has start an essential tool in the entertainment business, giving electronic electronic computer vitalizers the ability to induct non- homosexual characters more life- alike. Its a technology apply in stimulate aims and television as well as flick games.Historically, MoCap in exalt movies w as created using an extension of the rotoscoping technique. In this technique, an actor is photographed making certain movements or gestures while eroding markers on specific points of his or her body. all(prenominal) marker in each rear of film is indeed manually encoded into the computer. As sustenance softw atomic number 18 placement improved, it became possible to apply an algorithm to the markers that attach them to a 3D object, creating what is now called head capture.MoCap earth-clo stiff be categorized by their four principal(a) input methods which argon Prosthetic, acoustical, charismatic, and Optical method.1. Prosthetic (or mechanical) method This is one of the archean methods for capturing the exercise from various parts of human anatomy. These methods acknowledge simple on/off type of social movement detection brasss as well as complex motion tracking systems. The latter type of prosthetic motion capture could be an nonp atomic number 18il access if it wasn t for the complex mechanical drivements and the performance-inhibiting qualities generally associated with such builds. However, the type of info raised could be clean rotational data collected in certain judgment of conviction without any cube b peeled(prenominal)s. This method is found on a set of armatures which essential be attached all over the performer s body. The armatures argon then committed to each anformer(a)(prenominal) by using a serial publication of rotational and linear encoders. These encoders are then connected to an interface that quite a little simultaneously read all the encoders in order to counteract data skewing. Finally, through and through a set of trigonometry functions, the performer s motion can be analyzed. These concept restrictions seem to be quite unenviable to overcome, and will probably limit the use of these type of devices for character animation.2. Acoustic method Acoustic capture is a nonher method really employ for p erformance capture. This method involves the use of a triad of audio receivers. An align of audio transmitters is strapped to various parts of the performers body. The transmitters are sequentially triggered to output a click and each receiver quantitys the time it takes for the wholesome to travel from each transmitter. The lickd distance of the three receivers is triangulated to provide a point in 3D space. An inherent issue with this approach is the sequential nature of the blot data it creates. In general, we would like to see a snap separatrix of the performer s skeletal position rather than a time skewed data rain cats and dogs. This position data is typically applied to an reverse kinematics system(1) which in turn drives an inspire skeleton.One of the big advantages of this method is the lack of occlusion problems normally associated with optical systems. However, at that place seems to be several detrimental factors associated with this method that may or may no t impede its use. commencement, in that respect is the fact that the cables can be a hindrance to various types of performances. Second, the current systems do not support enough transmitters to accurately capture the character of the performance. Third is the size of the capture sphere, which is modified by the speed of sound in air and the lean of transmitters. In takeition, the accuracy of this approach can sometimes be affected by spurious sound reflections.3. magnetised method This is a popular method use for performance capture. Magnetic capture involves the use of a centrally located transmitter, and a set of receivers which are strapped on to various parts of the performer s body. These receivers are capable of measuring their spatial relationship to the transmitter. Each receiver is connected to an interface that can be synchronized so as to prevent data skew. The resulting data stream consists of 3D positions and orientations for each receiver. This data is typical ly applied to an inverse kinematics system to drive an aerial skeleton. This magnetic approach shares the like lack of occlusion problems with the audio method. But it also shares the analogous negative factors such as the hindrance of cables, lack of sufficient receivers and the limited capture area. In addition, being magnetic the system is affected by any sizable areas of metal in the vicinity of the capture area, such as girders, posts, etc.4. Optical method Optical systems reserve become quite popular over the exit couple of years. These systems can liberty chit the performer the most freedom of movement since they do not anticipate any cabling. Optical systems incorporate directionally-reflective balls referred to as markers which attach to the performer. Optical systems make at least three video cameras, each of which is equipped with a light source that is aligned to illuminate the field of look for that camera. Each camera is in turn connected to a synchronized m anakin buffer(2). The computer is presented with each camera view in order to calculate a 3D position of each marker the resulting data stream at that placefore consists of 3D position data for each marker. This data is typically applied to an inverse kinematics system, to animate a skeleton.One typical problem with optical systems is the fact that it is quite easy for the performer to occlude, or hide, one or more markers consequently creating holes in the data stream. Adding more cameras and/or more markers can minimize this occlusion problem. However, adding more cameras makes tracking each marker more complex, resulting in increased CPU time. Increasing the number of markers can result in exponentially increasing the confusion factor, i.e. tutelage track of which marker is which. Optical systems are also limited by the resolution of the cameras and the sophistication of their tracking package. http//www.wisegeek.com/what-is-motion-capture-technology.htm http//vizproto.prism. asu.edu/classes/sp03/motioncapture.htmWHO USES MOCAP?FilmsMoCap is being used more and more in films nowadays. MoCap based animation is essential for creating characters that move possibleally, in situations that would be impractical or too dangerous for real actors (such as characters locomote off the ship in Titanic. MoCap was also used extensively in Titanic for filler characters (fit in between real actors) or in situations with practical(prenominal) camera fly-bys over a virtual ship. Many of these shots would have been difficult or impossible to do with real cameras and a real ship, or real models, so virtual models, actors, and cameras were used. Some film characters require the use of MoCap, otherwise their animation seems unreality. more and more indep eat upent companies are starting to put together desktop studios The idea of twain or three people creating an entire movie isnt that far off, if MoCap is used correctly. The Gypsy(3) is ideal for small and large shops. MoCap animation can be done genuinely quickly and inexpensively, without scheduling expensive motion capture sessions in a studio.GamesGame out erectth is the largest market for MoCap. With games drawing as much gross as movies, it is easy to see why game organic evolution much calls for enormous quantities of MoCap. The immense competition to produce the coolest game possible (thus change state a top-seller hopefully) means that greater production capabilities mean steeper quality. More time is left for aesthetic finishing movees and fine-tuning of game play.Generally there are two main types of 3D character animation used in games Real-time playback vs. cinematics. Real-time allows the game player to choose from pre-created moves, thus controlling the characters moves in real-time. Cinematics are the fully rendered movies used for intros and cut- guessings. Often the last part of game production, or a process that is sub-contracted to a specialize studio, cinematics are generally not essential to game-play, moreover do add a lot of appeal to the game, and help immensely with story development and mood generation. tv set and TV Performance AnimationReal-time motion is becoming popular for experience television broadcasts. MoCap can be used to place a virtual character within a real scene, or to place live actors within a virtual scene with virtual actors, or virtual characters within a virtual scene.MoCap for real-time broadcast requires mock-ups of any non-standard physiology (big stomachs, tails, etc.) to keep the performers motions from causing the characters limbs to interpenetrate its body. Joint paltry limits on the shoulders and knees. A real-time adaptation consume such as Film BOX Animations real-time motion mapping (from the performers skeleton to a different proportioned characters skeleton) is essential when the characters body is very different from the actors body.When combining a live elements with virtual elements the real and v irtual cameras must share the same properties (perspective, focal duration, depth of field, etc.) otherwise the illusion looks strange.Post-Production for Ongoing SeriesMoCap for ongoing serial is becoming very popular. Creating a weekly show without MoCap forever causes shows to be late or production studios to go bankrupt. Having an efficient MoCap stemma is essential to the success of an ongoing character animation based series.networkMoCap is ideal for the web, whether used to create virtual hosts or greeting cards. As the web becomes more sophisticated and bandwidth(4) increases, MoCap will help bring a human element to the web, in the form of characters that viewers can adjoin to and interact with.Live EventsMoCap generated Performance Animation can be prospect of as Improvisation meets Computer Graphics (CG) . At trade shows, meetings or press conferences, a good improviser acting through a CG character in real-time can create a very matter to lasting experience for the viewer. Integration with live actors further helps create a fascinating experience.Scientific ResearchMoCap is useful for perceptual research. By presenting test subjects with abstract movements, distilled from motion capture data, repeatable experiments can be positive that provide insights into human perception.Biomechanical AnalysisBiomechanical analysis for rehabilitation purposes relies extensively on MoCap, for its ability to produce repeatable results. MoCap can be used to measure the extent of a clients disability as well as a clients progress with rehabilitation. MoCap can also help in erective design of prosthetic devices.EngineeringMoCap is essential for producing product designs that are ergonomically practical, as well as designs for physical products that are comfortable and appealing. Even though there are restrictions of these systems. Optical systems are easily occluded and require a large distance between the subject and the cameras. Magnetic systems have major( ip) problems with metal in the capture space.EducationMoCap educational activity can make a huge difference in an animators training. While access to MoCap is not a substitute for developing good art skills and good traditionalistic character animation abilities, it can go a long panache towards making someone more employable.Virtual Reality (VR)MoCap is indispensable for VR training applications. It makes for much better immersion than using a joystick or a positional handle. http//vizproto.prism.asu.edu/classes/sp03/motioncapture.htmTECHNOLOGIES IN FILM BEFORE BECOMING MOCAP1971 MetadataAn data-based 2D animated short by Peter Foldes drawn on a data tablet, who used the worlds prime(prenominal) key frame animation software, invented by Nestor Burtnyk and Marceli Wein.1973 WestworldFirst use of 2D computer animation in a significant entertainment feature film. The point of view of Yul Brynners gunslinger was gived with raster graphics.1976 FutureworldFirst use of 3D computer g raphics for animated hand and face. Used 2D digital compositing to materialize characters over a background.1977 Star WarsFirst use of an animated 3D wire-frame graphic for the intrench run briefing sequence.1981 LookerFirst CGI human character, Cindy. First use of shaded 3D CGI as we think of it today.1981 WolfenFirst use of in-camera effect for thermal vision sequence (see Predator).1982 TronExtensive use (15 min. fully computer generated) of 3D CGI including the famous Light Cycle sequence. Also includes very early facial animation (for the Master Control Program).1983 Rock RuleFirst animated film to use computer graphics.1985 Tony de PeltrieFirst CGI-animated human character to bear emotion through his face and body language.1985 Young Sherlock HolmesLucasfilm creates the world-class photorealistic CGI character, stained glass knight with 10 seconds of screentime.1986 LabyrinthFirst realistic CGI animal.1987 Captain Power and the Soldiers of the FutureFirst TV series to inc lude characters modeled entirely with computers.1990 Total RecallUse of motion capture for CGI characters.1990 RoboCop 2First use of real-time computer graphics or digital puppetry to create a character in a motion picture.1991 Terminator 2 Judgment daylightFirst realistic human movements on a CGI character. First use of a personal computer to create major movie 3D effects.1993 QuarxsFirst broadcast series of animated CGI shorts.1993 Jurassic ParkFirst photorealistic CG creatures.1993 InsektorsFirst computer animated TV series. First use of character animation in a computer animated television series.1994 ReBootFirst full-length computer animated TV series.1994 Radioland MurdersFirst use of virtual CGI sets with live actors.1995 CasperFirst CGI lead character in feature-length film (preceded Toy horizontal surface by six months). First CGI characters to interact realistically with live actors.1995 Toy StoryFirst CGI feature-length animation.1997 Marvin the Martian in 3DFirst compu ter animated movie viewed with 3D glasses.1999 Fight ClubFirst realistic close-up of little facial deformation on a synthetic human.2001 Final magic trick The Spirits WithinFirst feature-length digital film to be do based on photorealism and live action principles.2001 The Lord of the Rings The family line of the RingFirst use of AI for digital actors (using the Massive software developed by Weta digital).2003 The Matrix ReloadedThe Burly Brawl the first use of Universal Capture, the combination of dense (rather than point-based) motion capture and per-frame texture capture.2003 Gollum from the Lord of the Rings trilogyFirst photorealistic motion captured character for a film, Gollum was also the first digital actor to win an award (BFCA), category created for Best digital Acting Performance2004 The Polar ExpressFirst CGI movie that used motion capture for all actors.2009 AvatarFirst full length movie made using performance-capture to create photo-realistic 3D characters and a feature a fully CG 3D photo-realistic world. http//en.wikipedia.org/wiki/Timeline_of_CGI_in_film_and_televisionWETA DIGITAL THE WORLD LEADER OF CG STUDIOSWeta Digital is a world leading visual effects company based in Wellington, New Zealand. They provide a full suite of digital production services for feature films and high end commercials, from concept design to cutting edge 3D animation.Weta was formed in 1993 by a group of young New Zealand filmmakers including Peter Jackson, Richard Taylor and Jamie Selkirk. It later split into two specialized halves Weta Digital (digital effects) and Weta Workshop (physical effects).One of Weta s first bulge outs was to provide visual effects for Peter Jackson s film ethereal Creatures. They went on to work digital magic on Peter s blockbuster movies The Lord of the Rings trilogy and King Kong. And they also work with other Hollywood theater directors, providing digital effects for box office hits like I, Robot, X-Men The refinement Stand , Eragon, Bridge to Terabithia, Fantastic Four Rise of the Silver Surfer, The Water Horse, Jumper, The Day the Earth Stood Still, District 9 and The Lovely Bones. Moreover, their teams of digital artists are world-leaders in all areas of visual effects production, including animation, motion capture (MoCap), crowd generation, modeling, compositing, and film scanning and recording.In August 2006, Weta signed on to help throng Cameron, a world famous director, to produce Avatar. Production design for the film took several years. The film had two different production designers, and two split art departments, one of which focused on the flora and fauna of Pandora, and other that created human machines and human factors.In September 2006, Weta was developing and combining its technologies with Cameron s technologies to reach a new level of creative and technological excellence, delivering the film in 3D. This combination renders a great CGI(5) power to both Weta and Cameron through all the process in making an epic movie like Avatar.Most lately James Cameron s Avatar had proven that Weta was the CGI professional. This take Weta to win an Academy Award for Best Visual Effects. Their work on the film involved using a new camera system and shooting on a virtual stage. Finally, Weta s reputation was administer throughout the world for the power of creativity and delivery which keeps them in high demand with some of the world s leading film studios and up until now there are very least of the visual effect companies that can tick off Weta CGI creating potential. http//www.wetafx.co.nz/about/ http//en.wikipedia.org/wiki/Avatar_(2009_film)MOCAP AVATAREach of Cameron s film introduces new technologies that change the way people make films. Avatar is the end result of the successful combination of a great talented director and a world class visual effect creator like Weta. Avatar making process step over the limit of the recent film making which supported by the inno vation of the two new types of cameras which are the 3D Fusion camera and the Simul-Cam virtual camera, both of them are served as the part of MoCap.3D Fusion camera This camera is used for match-move, where you have motion capture CG characters and have to match their moves to composite them into an naturalized shot. There are micro-motors on the Fusion rig to adjust the disengagement and convergence angle of the stereo Sony F950 cameras. The standard three lens functions of zoom, focus, and iris, plus interocular distance(6) and convergence are all under software machine control. tool splitters provide the capability of having an interocular of half an inch even though the cameras are four inches wide. The cameras are mounted in the Fusion rig at a 90-degree angle.Simul-Cam virtual camera A virtual camera with a series of super high intensity LED lighting system that fires off the LEDs in sync with the motion capture cameras running at 20 microsecond exposures, and these active LED markers on the Pace rigs. Therefore, this virtual camera would see the markers, but not see any of the bright live action stage lighting or even the sun, this mean Simul-Cam virtual camera can eradicate a great weakness of an original motion capture camera. http//hdusermagazine.com/wordpress/?p=12The great benefit that can obviously seen while using MoCap in Avatar is its capability in capture a realistic movement of various types of object such as human, animal, and etc. Because all of the creatures and some humanoid characters like Na vi tribe in Avatar are based on an imagination of James Cameron, to shot those creatures by recording their reality life like many other movies did is impossible and almost impossible if the animator have to do every movement of all Na vi tribe characters and creatures in this movie by using only their high speed computers and mouse as well. Moreover, the realistic movement that recording by MoCap technology can persuade people to believe that i f there are such kinds of those living things exist in the real world they must live in the same way as they did in film. Besides, there are many flexible way of using MoCap technology to match the diversity of users purpose, this is why MoCap is the best answer for making Avatar.WHICH DEVELOPMENT stress OF THE MOCAP IS HEADED?The uses of each type of MoCap usually depend on the motion data needed in each type of industry. Thus, the trends of each type of MoCap development are also difference. For example, in the film industry, a lot of research going into optical MoCap imputable to its flexibility and acceptable quality data while other industry investing in the development of other MoCap type seem to be a better choice due to the higher quality data but have some other restrictions. However, all type of MoCap future development is sharing some homogeneous trends which are as followed? Every people in each area of using MoCap expect that this technology can provide them the resul t with a great accuracy (or quality) including improved physical abilities, so that characters can touch each other and feet meet solidly on the ground. This expectation right off affects the trend of the MoCap and all of the technologies evolution as well.? When groups of performers are captured simultaneously, the number of polygons accessible to be digitized for each performer is decreased. Therefore, image quality will also reduce. Many MoCap manufacturer try to solve this problem and make MoCap to grow its ability to capture data from multiple characters.? For better capturing details, MoCap s catch speed tend to drop down rapidly. Improving the speed of MoCap technology will provide a better use for the consumers.? Capturing space or so called volume of MoCap is too narrow for a big project like capturing a big group of performers, so that increasing in volume will increase the value of MoCap technology.? MoCap manufacturing cost is still too high which resulting in MoCap m arket price is very expensive. If manufacturers can debase the cost, so that consumers and independent artists can easy to access and experiment or even expand the technology much faster. http//web.mit.edu/comm-forum/papers/furniss.htmlINDEX(1) opponent kinematics It is the process of de endpointining the parameters of a jointed flexible object such as joints of creature models including humanoid type in order to achieve a desired pose. opponent kinematics is a type of motion planning. Inverse kinematics are also relevant to game programming and 3D animation, where a common use is making sure 3D characters connect physically to the world, such as feet landing firmly on top of terrain. http//en.wikipedia.org/wiki/Inverse_kinematics(2) honk buffer It is a video output device that drives a video display from a memory buffer containing a complete frame of data. http//en.wikipedia.org/wiki/Framebuffer(3) The Gypsy It was the worlds first Inertial Gyroscopic Motion Capture dust (Gyps y) . Gypsy was able to capture movement using inertial sensors or gyros attached to lycra suit, it records simultaneous action and reaction of performance. It uses 19 customized Inertia block (TM) gyroscopic sensors for detecting nuance of movement and optimizing data output, while planetary translation system promotes precision of actor positioning and can be enhanced by addition of optional ultrasonic tracking technology. formation also allows actors to touch or hug without occlusion. http//news.thomasnet.com/fullstory/528380(4) Bandwidth bandwidth is often used as a synonym for data transfer rate the amount of data that can be carried from one point to another in a given time period (usually a second). http//searchenterprisewan.techtarget.com/sDefinition/0,,sid200_gci211634,00.html(5) CGI It is a short term of Computer-Generated Imagery, this is the application of the field of computer graphics or, more specifically, 3D computer graphics to special effects in films, televisio n programs, commercials, simulators and simulation generally, and printed media. Video games usually use real-time computer graphics (rarely referred to as CGI), but may also include pre-rendered cut scenes and intro movies (or full motion videos) that would be typical CGI applications. http//en.wikipedia.org/wiki/Computer-generated_imagery(6) Interocular distance The distance between the centers of rotation of the eyeballs of an various(prenominal) or between the oculars of optical instruments. http//www.thefreedictionary.com/interocular+distance

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