Talks
Capture in Depth
Monday, 11 August 9:00 AM - 10:30 AM | Vancouver Convention Centre, West Building, Rooms 109-110 Session Chair: Bill Polson, Pixar Animation Studios
Monday, 11 August 9:00 AM - 10:30 AM | Vancouver Convention Centre, West Building, Rooms 109-110 Session Chair: Bill Polson, Pixar Animation Studios
This system can capture a human figure using a Microsoft Kinect without assistance, create a 3D model of the subject, then automatically rig, skin, and simulate it in a 3D environment in a matter of minutes.
Andrew Feng
USC Institute For Creative Technologies
Ari Shapiro
USC Institute For Creative Technologies
Wang Ruizhe
University of Southern California
Hao Li
University Of Southern California
Mark Bolas
USC Institute For Creative Technologies
Gerard Medioni
University of Southern California
Evan Suma
USC Institute for Creative Technologies
Machine learning and modern game engines are opening the field for real-time creation of animated content for both film and games. With a simple webcam and the Unity3d game engine, facial animation for a 3D character can be created while the film is being rendered.
Stefano Corazza
Mixamo, Inc.
Charles Piña
Mixam, Inc.
Emiliano Gambaretto
Mixamo, Inc.
Facial motion capture is an effective albeit costly means of delivering performances for game characters. Using Kinect-based hardware, this technique explores a pipeline for delivering game-ready performances in Unity, enlisting the talents of actors and game developers.
Izmeth Siddeek
Vancouver Institute of Media Arts
A technique for using motion capture to animate a model of a human tongue in real time, for use by speech therapists to aid treatment of people with speech disorders that affect the movements of the tongue.
Eric Farrar
University of Texas at Dallas
Coleman Eubanks
University of Texas at Dallas
Arvind Balasubramanian,
University of Texas at Dallas