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Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the
movement Movement may refer to: Common uses * Movement (clockwork), the internal mechanism of a timepiece * Motion, commonly referred to as movement Arts, entertainment, and media Literature * "Movement" (short story), a short story by Nancy Fu ...
of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors, and using that information to animate digital character models in 2-D or 3-D
computer animation Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refe ...
.Andrew Harris Salomon, Feb. 22, 2013, Backstage Magazine
Growth In Performance Capture Helping Gaming Actors Weather Slump
Accessed June 21, 2014, "..But developments in motion-capture technology, as well as new gaming consoles expected from Sony and Microsoft within the year, indicate that this niche continues to be a growth area for actors. And for those who have thought about breaking in, the message is clear: Get busy...."
Ben Child, 12 August 2011, The Guardian
Andy Serkis: why won't Oscars go ape over motion-capture acting? Star of Rise of the Planet of the Apes says performance capture is misunderstood and its actors deserve more respect
Accessed June 21, 2014
When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.Hugh Hart, January 24, 2012, Wired magazine
When will a motion capture actor win an Oscar?
Accessed June 21, 2014, "...the Academy of Motion Picture Arts and Sciences’ historic reluctance to honor motion-capture performances .. Serkis, garbed in a sensor-embedded Lycra body suit, quickly mastered the then-novel art and science of performance-capture acting. ..."
In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving. In motion capture sessions, movements of one or more actors are sampled many times per second. Whereas early techniques used images from multiple cameras to calculate 3D positions, often the purpose of motion capture is to record only the movements of the actor, not their visual appearance. This ''animation data'' is mapped to a 3D model so that the model performs the same actions as the actor. This process may be contrasted with the older technique of
rotoscoping Rotoscoping is an animation technique that animators use to trace over motion picture footage, frame by frame, to produce realistic action. Originally, animators projected photographed live-action movie images onto a glass panel and traced ov ...
. Camera movements can also be motion captured so that a virtual camera in the scene will pan, tilt or dolly around the stage driven by a camera operator while the actor is performing. At the same time, the motion capture system can capture the camera and props as well as the actor's performance. This allows the computer-generated characters, images and sets to have the same perspective as the video images from the camera. A computer processes the data and displays the movements of the actor, providing the desired camera positions in terms of objects in the set. Retroactively obtaining camera movement data from the captured footage is known as ''match moving'' or '' camera tracking''. The first virtual actor animated by motion-capture was produced in 1993 by Didier Pourcel and his team at Gribouille. It involved "cloning" the body and face of french comedian Richard Bohringer, and then animating it with still-nascent motion-capture tools.


Advantages

Motion capture offers several advantages over traditional
computer animation Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refe ...
of a 3D model: * Low latency, close to real time, results can be obtained. In entertainment applications this can reduce the costs of keyframe-based
animation Animation is a method by which image, still figures are manipulated to appear as Motion picture, moving images. In traditional animation, images are drawn or painted by hand on transparent cel, celluloid sheets to be photographed and exhibited ...
. The
Hand Over A Hand-Over is a term used in the animation industry to refer to the process of adding finger and hand motion capture data to the pre-existing full-body motion capture data, using a hand motion capture device. Techniques A Hand-Over is accomplis ...
technique is an example of this. * The amount of work does not vary with the complexity or length of the performance to the same degree as when using traditional techniques. This allows many tests to be done with different styles or deliveries, giving a different personality only limited by the talent of the actor. * Complex movement and realistic physical interactions such as secondary motions, weight and exchange of forces can be easily recreated in a physically accurate manner. * The amount of animation data that can be produced within a given time is extremely large when compared to traditional animation techniques. This contributes to both cost effectiveness and meeting production deadlines. *Potential for free software and third party solutions reducing its costs.


Disadvantages

* Specific hardware and special software programs are required to obtain and process the data. * The cost of the software, equipment and personnel required can be prohibitive for small productions. * The capture system may have specific requirements for the space in which it is operated, depending on camera field of view or magnetic distortion. * When problems occur, it is easier to shoot the scene again rather than trying to manipulate the data. Only a few systems allow real-time viewing of the data to decide if the take needs to be redone. * The initial results are limited to what can be performed within the capture volume without extra editing of the data. * Movement that does not follow the laws of physics cannot be captured. * Traditional animation techniques, such as added emphasis on anticipation and follow through, secondary motion or manipulating the shape of the character, as with
squash and stretch Squash and stretch is the phrase used to describe "by far the most important" of the 12 basic principles of animation, described in the book ''The Illusion of Life'' by Frank Thomas and Ollie Johnston. Basis The principle is based on observatio ...
animation techniques, must be added later. * If the computer model has different proportions from the capture subject, artifacts may occur. For example, if a cartoon character has large, oversized hands, these may intersect the character's body if the human performer is not careful with his or her physical motion.


Applications

Video games often use motion capture to animate athletes, martial artists, and other in-game characters. As early as 1988, an early form of motion capture was used to animate the 2D player characters of Martech's video game '' Vixen'' (performed by model Corinne Russell) and
Magical Company , also known as Mahō, is a Japanese entertainment company. History Established in Kobe in 1983 to design and develop video games, the company was incorporated on May 29, 1985 as Home Data. During the 80's they developed and published various ...
's 2D arcade
fighting game A fighting game, also known as a versus fighting game, is a video game genre, genre of video game that involves combat between two or more players. Fighting game combat often features mechanics such as Blocking (martial arts), blocking, grappli ...
''Last Apostle Puppet Show'' (to animate digitized sprites). Motion capture was later notably used to animate the 3D character models in the Sega Model
arcade games An arcade game or coin-op game is a coin-operated entertainment machine typically installed in public businesses such as restaurants, bars and amusement arcades. Most arcade games are presented as primarily games of skill and include arcade v ...
'' Virtua Fighter'' (1993) and '' Virtua Fighter 2'' (1994). In mid-1995, developer/publisher Acclaim Entertainment had its own in-house motion capture studio built into its headquarters. Namco's 1995 arcade game '' Soul Edge'' used passive optical system markers for motion capture. Motion capture also uses athletes in based-off animated games, such as Naughty Dog's Crash Bandicoot, Insomniac Games' Spyro the Dragon, and Rare's Dinosaur Planet. Movies use motion capture for CG effects, in some cases replacing traditional cel animation, and for completely computer-generated creatures, such as Gollum,
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, King Kong, Davy Jones from ''
Pirates of the Caribbean ''Pirates of the Caribbean'' is a Disney media franchise encompassing numerous theme park rides, a series of films, and spin-off novels, as well as a number of related video games and other media publications. The franchise originated with th ...
'', the Na'vi from the film ''Avatar'', and Clu from '' Tron: Legacy''. The Great Goblin, the three Stone-trolls, many of the orcs and goblins in the 2012 film '' The Hobbit: An Unexpected Journey'', and
Smaug Smaug () is a dragon and the main antagonist in J. R. R. Tolkien's 1937 novel ''The Hobbit'', his treasure and the mountain he lives in being the goal of the quest. Powerful and fearsome, he invaded the Dwarf kingdom of Erebor 150 years prior t ...
were created using motion capture. The film '' Batman Forever'' (1995) used some motion capture for certain special effects. Warner Bros. had acquired motion capture technology from arcade video game company Acclaim Entertainment for use in the film's production. Acclaim's 1995 video game of the same name also used the same motion capture technology to animate the digitized sprite graphics. ''
Star Wars: Episode I – The Phantom Menace ''Star Wars: Episode I – The Phantom Menace'' is a 1999 American Epic film, epic space opera film written and directed by George Lucas. It stars Liam Neeson, Ewan McGregor, Natalie Portman, Jake Lloyd, Ahmed Best, Ian McDiarmid, Anthony Dan ...
'' (1999) was the first feature-length film to include a main character created using motion capture (that character being Jar Jar Binks, played by Ahmed Best), and Indian-
American American(s) may refer to: * American, something of, from, or related to the United States of America, commonly known as the "United States" or "America" ** Americans, citizens and nationals of the United States of America ** American ancestry, pe ...
film '' Sinbad: Beyond the Veil of Mists'' (2000) was the first feature-length film made primarily with motion capture, although many character animators also worked on the film, which had a very limited release. 2001's '' Final Fantasy: The Spirits Within'' was the first widely released movie to be made primarily with motion capture technology. Despite its poor box-office intake, supporters of motion capture technology took notice. '' Total Recall'' had already used the technique, in the scene of the x-ray scanner and the skeletons. '' The Lord of the Rings: The Two Towers'' was the first feature film to utilize a real-time motion capture system. This method streamed the actions of actor Andy Serkis into the computer generated skin of Gollum / Smeagol as it was being performed. Storymind Entertainment, which is an independent Ukrainian studio, created a neo-noir third-person / shooter video game called '' My Eyes On You,'' using motion capture in order to animate its main character, Jordan Adalien, and along with non-playable characters. Out of the three nominees for the 2006
Academy Award for Best Animated Feature The Academy Award for Best Animated Feature is given each year for animated films. An animated feature is defined by the Academy as a film with a running time of more than 40 minutes in which characters' performances are created using a frame-by- ...
, two of the nominees ('' Monster House'' and the winner '' Happy Feet'') used motion capture, and only Disney· Pixar's '' Cars'' was animated without motion capture. In the ending credits of Pixar's film '' Ratatouille'', a stamp appears labelling the film as "100% Pure Animation – No Motion Capture!" Since 2001, motion capture is being used extensively to simulate or approximate the look of live-action cinema, with nearly photorealistic digital character models. '' The Polar Express'' used motion capture to allow Tom Hanks to perform as several distinct digital characters (in which he also provided the voices). The 2007 adaptation of the saga ''
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'' animated digital characters whose appearances were based in part on the actors who provided their motions and voices. James Cameron's highly popular '' Avatar'' used this technique to create the Na'vi that inhabit Pandora. The Walt Disney Company has produced
Robert Zemeckis Robert Lee Zemeckis (born May 14, 1952) is an American filmmaker. He first came to public attention as the director of the action-adventure romantic comedy ''Romancing the Stone'' (1984), the science-fiction comedy ''Back to the Future'' film tr ...
's ''
A Christmas Carol ''A Christmas Carol. In Prose. Being a Ghost Story of Christmas'', commonly known as ''A Christmas Carol'', is a novella by Charles Dickens, first published in London by Chapman & Hall in 1843 and illustrated by John Leech. ''A Christmas C ...
'' using this technique. In 2007, Disney acquired Zemeckis' ImageMovers Digital (that produces motion capture films), but then closed it in 2011, after a box office failure of Mars Needs Moms. Television series produced entirely with motion capture animation include '' Laflaque'' in Canada, ''
Sprookjesboom Sprookjesboom, also known as "The Fairy Tale Tree", "Märchenbaum" and "L'Arbre des Contes", is a computer-animated series for children from the Efteling theme park. The show is produced by the animation studio Motek Entertainment in Amsterdam, b ...
'' and ' in The Netherlands, and '' Headcases'' in the UK. Virtual reality and
Augmented reality Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be de ...
providers, such as
uSens uSens, Inc. is a Silicon Valley startup founded in 2014 in San Jose, California. The company's core team includes researchers and developers building interactive and immersive computer-vision tracking solutions. The team has extensive experience ...
and
Gestigon Gestigon (stylized as gestigon) is a software development company founded in September 2011 by Sascha Klement, Erhardt Barth, and Thomas Martinetz. The company develops software for gesture control and body tracking based on 3D depth data. , ...
, allow users to interact with digital content in real time by capturing hand motions. This can be useful for training simulations, visual perception tests, or performing a virtual walk-throughs in a 3D environment. Motion capture technology is frequently used in digital puppetry systems to drive computer generated characters in real-time. Gait analysis is one application of motion capture in clinical medicine. Techniques allow clinicians to evaluate human motion across several biomechanical factors, often while streaming this information live into analytical software. Some physical therapy clinics utilize motion capture as an objective way to quantify patient progress. During the filming of James Cameron's ''Avatar'' all of the scenes involving this process were directed in realtime using
Autodesk MotionBuilder MotionBuilder is a 3D character animation software produced by Autodesk. It is used for virtual cinematography, motion capture, and traditional keyframe animation. It was originally named Filmbox when it was first created by Canadian company Kay ...
software to render a screen image which allowed the director and the actor to see what they would look like in the movie, making it easier to direct the movie as it would be seen by the viewer. This method allowed views and angles not possible from a pre-rendered animation. Cameron was so proud of his results that he invited
Steven Spielberg Steven Allan Spielberg (; born December 18, 1946) is an American director, writer, and producer. A major figure of the New Hollywood era and pioneer of the modern blockbuster, he is the most commercially successful director of all time. Spie ...
and
George Lucas George Walton Lucas Jr. (born May 14, 1944) is an American filmmaker. Lucas is best known for creating the ''Star Wars'' and ''Indiana Jones'' franchises and founding Lucasfilm, LucasArts, Industrial Light & Magic and THX. He served as chairm ...
on set to view the system in action. In Marvel's ''
The Avengers Avenger, Avengers, The Avenger, or The Avengers may refer to: Arts and entertainment In the Marvel Comics universe * Avengers (comics), a team of superheroes ** Avengers (Marvel Cinematic Universe), a central team of protagonist superheroes o ...
'', Mark Ruffalo used motion capture so he could play his character
the Hulk The Hulk is a superhero appearing in American comic books published by Marvel Comics. Created by writer Stan Lee and artist Jack Kirby, the character first appeared in the debut issue of '' The Incredible Hulk'' (May 1962). In his comic book ...
, rather than have him be only CGI as in previous films, making Ruffalo the first actor to play both the human and the Hulk versions of Bruce Banner.
FaceRig Motion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robo ...
software uses facial recognition technology from ULSee.Inc to map a player's facial expressions and the body tracking technology from Perception Neuron to map the body movement onto a 3D or 2D character's motion onscreen. During '' Game Developers Conference'' 2016 in San Francisco ''
Epic Games Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, M ...
'' demonstrated full-body motion capture live in Unreal Engine. The whole scene, from the upcoming game ''
Hellblade ''Hellblade: Senua's Sacrifice'' is a 2017 action-adventure game developed and published by the British video game development studio Ninja Theory. Set in a dark fantasy world inspired by Norse mythology and Celtic culture, the game follows Sen ...
'' about a woman warrior named Senua, was rendered in real-time. The keynote was a collaboration between '' Unreal Engine'', ''
Ninja Theory Ninja Theory Limited is a first-party British video game development studio based in Cambridge, England. Notable games it has developed include ''Kung Fu Chaos'', ''Heavenly Sword'', '' Enslaved: Odyssey to the West'', '' DmC: Devil May Cry' ...
'', ''
3Lateral Epic Games, Inc. is an American video game and software developer and publisher based in Cary, North Carolina. The company was founded by Tim Sweeney as Potomac Computer Systems in 1991, originally located in his parents' house in Potomac, Ma ...
'', ''Cubic Motion'', ''IKinema'' and '' Xsens''. Indian film ''
Adipurush ''Adipurush'' () is an upcoming Indian mythological film based on the epic ''Ramayana''. The film is written and directed by Om Raut and produced by T-Series (company), T-Series and Retrophiles. Shot simultaneously in Hindi and Telugu language ...
'' based on Ramayana. The film is said to be a magnum opus using high-end and real-time technology such as Xsens motion capture and facial capture used by Hollywood to bring the world of Adipurush to life. Adipurush is the story of Lord Ram.


Methods and systems

Motion tracking or motion capture started as a photogrammetric analysis tool in biomechanics research in the 1970s and 1980s, and expanded into education, training, sports and recently
computer animation Computer animation is the process used for digitally generating animations. The more general term computer-generated imagery (CGI) encompasses both static scenes (still images) and dynamic images (moving images), while computer animation refe ...
for television, cinema, and video games as the technology matured. Since the 20th century the performer has to wear markers near each joint to identify the motion by the positions or angles between the markers. Acoustic, inertial,
LED A light-emitting diode (LED) is a semiconductor Electronics, device that Light#Light sources, emits light when Electric current, current flows through it. Electrons in the semiconductor recombine with electron holes, releasing energy i ...
, magnetic or reflective markers, or combinations of any of these, are tracked, optimally at least two times the frequency rate of the desired motion. The resolution of the system is important in both the spatial resolution and temporal resolution as motion blur causes almost the same problems as low resolution. Since the beginning of the 21st century and because of the rapid growth of technology new methods were developed. Most modern systems can extract the silhouette of the performer from the background. Afterwards all joint angles are calculated by fitting in a mathematic model into the silhouette. For movements you can't see a change of the silhouette, there are hybrid Systems available who can do both (marker and silhouette), but with less marker. In robotics, some motion capture systems are based on simultaneous localization and mapping.


Optical systems

''Optical systems'' utilize data captured from image sensors to triangulate the 3D position of a subject between two or more cameras calibrated to provide overlapping projections. Data acquisition is traditionally implemented using special markers attached to an actor; however, more recent systems are able to generate accurate data by tracking surface features identified dynamically for each particular subject. Tracking a large number of performers or expanding the capture area is accomplished by the addition of more cameras. These systems produce data with three degrees of freedom for each marker, and rotational information must be inferred from the relative orientation of three or more markers; for instance shoulder, elbow and wrist markers providing the angle of the elbow. Newer hybrid systems are combining inertial sensors with optical sensors to reduce occlusion, increase the number of users and improve the ability to track without having to manually clean up data.


Passive markers

''Passive optical'' systems use markers coated with a retroreflective material to reflect light that is generated near the cameras lens. The camera's threshold can be adjusted so only the bright reflective markers will be sampled, ignoring skin and fabric. The centroid of the marker is estimated as a position within the two-dimensional image that is captured. The grayscale value of each pixel can be used to provide sub-pixel accuracy by finding the centroid of the Gaussian. An object with markers attached at known positions is used to calibrate the cameras and obtain their positions and the lens distortion of each camera is measured. If two calibrated cameras see a marker, a three-dimensional fix can be obtained. Typically a system will consist of around 2 to 48 cameras. Systems of over three hundred cameras exist to try to reduce marker swap. Extra cameras are required for full coverage around the capture subject and multiple subjects. Vendors have constraint software to reduce the problem of marker swapping since all passive markers appear identical. Unlike active marker systems and magnetic systems, passive systems do not require the user to wear wires or electronic equipment. Instead, hundreds of rubber balls are attached with reflective tape, which needs to be replaced periodically. The markers are usually attached directly to the skin (as in biomechanics), or they are velcroed to a performer wearing a full-body spandex/lycra suit designed specifically for motion capture. This type of system can capture large numbers of markers at frame rates usually around 120 to 160 fps although by lowering the resolution and tracking a smaller region of interest they can track as high as 10,000 fps.


Active marker

Active optical systems triangulate positions by illuminating one LED at a time very quickly or multiple LEDs with software to identify them by their relative positions, somewhat akin to celestial navigation. Rather than reflecting light back that is generated externally, the markers themselves are powered to emit their own light. Since inverse square law provides one quarter the power at two times the distance, this can increase the distances and volume for capture. This also enables high signal-to-noise ratio, resulting in very low marker jitter and a resulting high measurement resolution (often down to 0.1 mm within the calibrated volume). The TV series ''
Stargate SG1 ''Stargate SG-1'' (often stylized in all caps, or abbreviated ''SG-1'') is a military science fiction adventure television series within Metro-Goldwyn-Mayer's ''Stargate'' franchise. The show, created by Brad Wright and Jonathan Glassner, is ...
'' produced episodes using an active optical system for the VFX allowing the actor to walk around props that would make motion capture difficult for other non-active optical systems. ILM used active markers in '' Van Helsing'' to allow capture of Dracula's flying brides on very large sets similar to Weta's use of active markers in '' Rise of the Planet of the Apes''. The power to each marker can be provided sequentially in phase with the capture system providing a unique identification of each marker for a given capture frame at a cost to the resultant frame rate. The ability to identify each marker in this manner is useful in realtime applications. The alternative method of identifying markers is to do it algorithmically requiring extra processing of the data. There are also possibilities to find the position by using coloured LED markers. In these systems, each colour is assigned to a specific point of the body. One of the earliest active marker systems in the 1980s was a hybrid passive-active mocap system with rotating mirrors and colored glass reflective markers and which used masked linear array detectors.


Time modulated active marker

Active marker systems can further be refined by strobing one marker on at a time, or tracking multiple markers over time and modulating the amplitude or pulse width to provide marker ID. 12 megapixel spatial resolution modulated systems show more subtle movements than 4 megapixel optical systems by having both higher spatial and temporal resolution. Directors can see the actors performance in real time, and watch the results on the motion capture driven CG character. The unique marker IDs reduce the turnaround, by eliminating marker swapping and providing much cleaner data than other technologies. LEDs with onboard processing and a radio synchronization allow motion capture outdoors in direct sunlight, while capturing at 120 to 960 frames per second due to a high speed electronic shutter. Computer processing of modulated IDs allows less hand cleanup or filtered results for lower operational costs. This higher accuracy and resolution requires more processing than passive technologies, but the additional processing is done at the camera to improve resolution via a subpixel or centroid processing, providing both high resolution and high speed. These motion capture systems are typically $20,000 for an eight camera, 12 megapixel spatial resolution 120 hertz system with one actor.


Semi-passive imperceptible marker

One can reverse the traditional approach based on high speed cameras. Systems such a
Prakash
use inexpensive multi-LED high speed projectors. The specially built multi-LED IR projectors optically encode the space. Instead of retro-reflective or active light emitting diode (LED) markers, the system uses photosensitive marker tags to decode the optical signals. By attaching tags with photo sensors to scene points, the tags can compute not only their own locations of each point, but also their own orientation, incident illumination, and reflectance. These tracking tags work in natural lighting conditions and can be imperceptibly embedded in attire or other objects. The system supports an unlimited number of tags in a scene, with each tag uniquely identified to eliminate marker reacquisition issues. Since the system eliminates a high speed camera and the corresponding high-speed image stream, it requires significantly lower data bandwidth. The tags also provide incident illumination data which can be used to match scene lighting when inserting synthetic elements. The technique appears ideal for on-set motion capture or real-time broadcasting of virtual sets but has yet to be proven.


Underwater motion capture system

Motion capture technology has been available for researchers and scientists for a few decades, which has given new insight into many fields.


Underwater cameras

The vital part of the system, the underwater camera, has a waterproof housing. The housing has a finish that withstands corrosion and chlorine which makes it perfect for use in basins and swimming pools. There are two types of cameras. Industrial high-speed-cameras can also be used as infrared cameras. The infrared underwater cameras comes with a cyan light strobe instead of the typical IR light—for minimum falloff under water and the high-speed-cameras cone with an LED light or with the option of using image processing.


=Measurement volume

= An underwater camera is typically able to measure 15–20 meters depending on the water quality, the camera and the type of marker used. Unsurprisingly, the best range is achieved when the water is clear, and like always, the measurement volume is also dependent on the number of cameras. A range of underwater markers are available for different circumstances.


=Tailored

= Different pools require different mountings and fixtures. Therefore, all underwater motion capture systems are uniquely tailored to suit each specific pool installment. For cameras placed in the center of the pool, specially designed tripods, using suction cups, are provided.


Markerless

Emerging techniques and research in
computer vision Computer vision is an interdisciplinary scientific field that deals with how computers can gain high-level understanding from digital images or videos. From the perspective of engineering, it seeks to understand and automate tasks that the hum ...
are leading to the rapid development of the markerless approach to motion capture. Markerless systems such as those developed at
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, the University of Maryland, MIT, and the Max Planck Institute, do not require subjects to wear special equipment for tracking. Special computer algorithms are designed to allow the system to analyze multiple streams of optical input and identify human forms, breaking them down into constituent parts for tracking.
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, a subsidiary of Warner Brothers Pictures created specially to enable virtual cinematography, including photorealistic
digital look-alike Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery ha ...
s for filming '' The Matrix Reloaded'' and '' The Matrix Revolutions'' movies, used a technique called Universal Capture that utilized 7 camera setup and the tracking the optical flow of all pixels over all the 2-D planes of the cameras for motion,
gesture A gesture is a form of non-verbal communication or non-vocal communication in which visible bodily actions communicate particular messages, either in place of, or in conjunction with, speech. Gestures include movement of the hands, face, or ot ...
and facial expression capture leading to photorealistic results.


Traditional systems

Traditionally markerless optical motion tracking is used to keep track on various objects, including airplanes, launch vehicles, missiles and satellites. Many of such optical motion tracking applications occur outdoors, requiring differing lens and camera configurations. High resolution images of the target being tracked can thereby provide more information than just motion data. The image obtained from NASA's long-range tracking system on space shuttle Challenger's fatal launch provided crucial evidence about the cause of the accident. Optical tracking systems are also used to identify known spacecraft and space debris despite the fact that it has a disadvantage compared to radar in that the objects must be reflecting or emitting sufficient light. An optical tracking system typically consists of three subsystems: the optical imaging system, the mechanical tracking platform and the tracking computer. The optical imaging system is responsible for converting the light from the target area into digital image that the tracking computer can process. Depending on the design of the optical tracking system, the optical imaging system can vary from as simple as a standard digital camera to as specialized as an astronomical telescope on the top of a mountain. The specification of the optical imaging system determines the upper-limit of the effective range of the tracking system. The mechanical tracking platform holds the optical imaging system and is responsible for manipulating the optical imaging system in such a way that it always points to the target being tracked. The dynamics of the mechanical tracking platform combined with the optical imaging system determines the tracking system's ability to keep the lock on a target that changes speed rapidly. The tracking computer is responsible for capturing the images from the optical imaging system, analyzing the image to extract target position and controlling the mechanical tracking platform to follow the target. There are several challenges. First the tracking computer has to be able to capture the image at a relatively high frame rate. This posts a requirement on the bandwidth of the image capturing hardware. The second challenge is that the image processing software has to be able to extract the target image from its background and calculate its position. Several textbook image processing algorithms are designed for this task. This problem can be simplified if the tracking system can expect certain characteristics that is common in all the targets it will track. The next problem down the line is to control the tracking platform to follow the target. This is a typical control system design problem rather than a challenge, which involves modeling the system dynamics and designing controllers to control it. This will however become a challenge if the tracking platform the system has to work with is not designed for real-time. The software that runs such systems are also customized for the corresponding hardware components. One example of such software is OpticTracker, which controls computerized telescopes to track moving objects at great distances, such as planes and satellites. Another option is the software SimiShape, which can also be used hybrid in combination with markers.


RGB-D Cameras

RGB-D cameras such as
kinect Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flig ...
captures both the color and depth images. By fusing the two images, 3D colored voxel can be captured, allowing motion capture of 3D human motion and human surface in real time. Because of the use of a single-view camera, motions captured are usually noisy. Machine learning techniques have been proposed to automatically reconstruct such noisy motions into higher quality ones, using methods such as lazy learning and Gaussian models. Such method generate accurate enough motion for serious applications like ergonomic assessment.


Non-optical systems


Inertial systems

Inertial motion capture technology is based on miniature inertial sensors, biomechanical models and sensor fusion algorithms. The motion data of the inertial sensors (
inertial guidance system An inertial navigation system (INS) is a navigation device that uses motion sensors (accelerometers), rotation sensors ( gyroscopes) and a computer to continuously calculate by dead reckoning the position, the orientation, and the velocity (dire ...
) is often transmitted wirelessly to a computer, where the motion is recorded or viewed. Most inertial systems use inertial measurement units (IMUs) containing a combination of gyroscope, magnetometer, and accelerometer, to measure rotational rates. These rotations are translated to a skeleton in the software. Much like optical markers, the more IMU sensors the more natural the data. No external cameras, emitters or markers are needed for relative motions, although they are required to give the absolute position of the user if desired. Inertial motion capture systems capture the full six degrees of freedom body motion of a human in real-time and can give limited direction information if they include a magnetic bearing sensor, although these are much lower resolution and susceptible to electromagnetic noise. Benefits of using Inertial systems include: capturing in a variety of environments including tight spaces, no solving, portability, and large capture areas. Disadvantages include lower positional accuracy and positional drift which can compound over time. These systems are similar to the Wii controllers but are more sensitive and have greater resolution and update rates. They can accurately measure the direction to the ground to within a degree. The popularity of inertial systems is rising amongst game developers, mainly because of the quick and easy set up resulting in a fast pipeline. A range of suits are now available from various manufacturers and base prices range from $1,000 to US$80,000.


Mechanical motion

Mechanical motion capture systems directly track body joint angles and are often referred to as exoskeleton motion capture systems, due to the way the sensors are attached to the body. A performer attaches the skeletal-like structure to their body and as they move so do the articulated mechanical parts, measuring the performer's relative motion. Mechanical motion capture systems are real-time, relatively low-cost, free from occlusion, and wireless (untethered) systems that have unlimited capture volume. Typically, they are rigid structures of jointed, straight metal or plastic rods linked together with potentiometers that articulate at the joints of the body. These suits tend to be in the $25,000 to $75,000 range plus an external absolute positioning system. Some suits provide limited force feedback or haptic input.


Magnetic systems

Magnetic systems calculate position and orientation by the relative magnetic flux of three orthogonal coils on both the transmitter and each receiver. The relative intensity of the voltage or current of the three coils allows these systems to calculate both range and orientation by meticulously mapping the tracking volume. The sensor output is 6DOF, which provides useful results obtained with two-thirds the number of markers required in optical systems; one on upper arm and one on lower arm for elbow position and angle. The markers are not occluded by nonmetallic objects but are susceptible to magnetic and electrical interference from metal objects in the environment, like rebar (steel reinforcing bars in concrete) or wiring, which affect the magnetic field, and electrical sources such as monitors, lights, cables and computers. The sensor response is nonlinear, especially toward edges of the capture area. The wiring from the sensors tends to preclude extreme performance movements. With magnetic systems, it is possible to monitor the results of a motion capture session in real time. The capture volumes for magnetic systems are dramatically smaller than they are for optical systems. With the magnetic systems, there is a distinction between
alternating-current Alternating current (AC) is an electric current which periodically reverses direction and changes its magnitude continuously with time in contrast to direct current (DC) which flows only in one direction. Alternating current is the form in which ...
(AC) and direct-current(DC) systems: DC system uses square pulses, AC systems uses sine wave pulse.


Stretch sensors

Stretch sensors are flexible parallel plate capacitors that measure either stretch, bend, shear, or pressure and are typically produced from silicone. When the sensor stretches or squeezes its capacitance value changes. This data can be transmitted via Bluetooth or direct input and used to detect minute changes in body motion. Stretch sensors are unaffected by magnetic interference and are free from occlusion. The stretchable nature of the sensors also means they do not suffer from positional drift, which is common with inertial systems. Stretchable sensors, on the other hands, due to the material properties of their substrates and conducting materials, suffer from relatively high
signal-to-noise ratio Signal-to-noise ratio (SNR or S/N) is a measure used in science and engineering that compares the level of a desired signal to the level of background noise. SNR is defined as the ratio of signal power to the noise power, often expressed in deci ...
, requiring
filtering Filter, filtering or filters may refer to: Science and technology Computing * Filter (higher-order function), in functional programming * Filter (software), a computer program to process a data stream * Filter (video), a software component tha ...
or machine learning to make them usable for motion capture. These solutions result in higher latency when compared to alternative sensors.


Related techniques


Facial motion capture

Most traditional motion capture hardware vendors provide for some type of low resolution facial capture utilizing anywhere from 32 to 300 markers with either an active or passive marker system. All of these solutions are limited by the time it takes to apply the markers, calibrate the positions and process the data. Ultimately the technology also limits their resolution and raw output quality levels. High fidelity facial motion capture, also known as performance capture, is the next generation of fidelity and is utilized to record the more complex movements in a human face in order to capture higher degrees of emotion. Facial capture is currently arranging itself in several distinct camps, including traditional motion capture data, blend shaped based solutions, capturing the actual topology of an actor's face, and proprietary systems. The two main techniques are stationary systems with an array of cameras capturing the facial expressions from multiple angles and using software such as the stereo mesh solver from OpenCV to create a 3D surface mesh, or to use light arrays as well to calculate the surface normals from the variance in brightness as the light source, camera position or both are changed. These techniques tend to be only limited in feature resolution by the camera resolution, apparent object size and number of cameras. If the users face is 50 percent of the working area of the camera and a camera has megapixel resolution, then sub millimeter facial motions can be detected by comparing frames. Recent work is focusing on increasing the frame rates and doing optical flow to allow the motions to be retargeted to other computer generated faces, rather than just making a 3D Mesh of the actor and their expressions.


RF positioning

RF (radio frequency) positioning systems are becoming more viable as higher frequency RF devices allow greater precision than older RF technologies such as traditional radar. The speed of light is 30 centimeters per nanosecond (billionth of a second), so a 10 gigahertz (billion cycles per second) RF signal enables an accuracy of about 3 centimeters. By measuring amplitude to a quarter wavelength, it is possible to improve the resolution down to about 8 mm. To achieve the resolution of optical systems, frequencies of 50 gigahertz or higher are needed, which are almost as dependant on line of sight and as easy to block as optical systems. Multipath and reradiation of the signal are likely to cause additional problems, but these technologies will be ideal for tracking larger volumes with reasonable accuracy, since the required resolution at 100 meter distances is not likely to be as high. Many RF scientists believe that radio frequency will never produce the accuracy required for motion capture. Researchers at Massachusetts Institute of Technology researchers said in 2015 that they had made a system that tracks motion by RF signals, called RF Tracking.


Non-traditional systems

An alternative approach was developed where the actor is given an unlimited walking area through the use of a rotating sphere, similar to a hamster ball, which contains internal sensors recording the angular movements, removing the need for external cameras and other equipment. Even though this technology could potentially lead to much lower costs for motion capture, the basic sphere is only capable of recording a single continuous direction. Additional sensors worn on the person would be needed to record anything more. Another alternative is using a 6DOF (Degrees of freedom) motion platform with an integrated omni-directional treadmill with high resolution optical motion capture to achieve the same effect. The captured person can walk in an unlimited area, negotiating different uneven terrains. Applications include medical rehabilitation for balance training, bio-mechanical research and virtual reality.


3D pose estimation

In
3D pose estimation 3D pose estimation is a process of predicting the transformation of an object from a user-defined reference pose, given an image or a 3D scan. It arises in computer vision or robotics where the pose or transformation of an object can be used for ...
, an actor's pose can be reconstructed from an image or depth map.Ye, Mao, et al.
Accurate 3d pose estimation from a single depth image
" 2011 International Conference on Computer Vision. IEEE, 2011.


See also

* Animation database *
Gesture recognition Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. It is a subdiscipline of computer vision. Gestures can originate from any bodily motion or sta ...
* Finger tracking *
Inverse kinematics In computer animation and robotics, inverse kinematics is the mathematical process of calculating the variable joint parameters needed to place the end of a kinematic chain, such as a robot manipulator or animation character's skeleton, in a g ...
(a different way of making CGI effects realistic) *
Kinect Kinect is a line of motion sensing input devices produced by Microsoft and first released in 2010. The devices generally contain RGB cameras, and infrared projectors and detectors that map depth through either structured light or time of flig ...
(created by Microsoft Corporation) * List of motion and gesture file formats *
Motion capture acting Motion-capture acting, also called performance-capture acting and often abbreviated as mo-cap or P-cap, is a type of acting in which an actor wears markers or sensors on a skintight bodysuit or directly on the skin. Hugh Hart, January 24, 2012, W ...
* Video tracking * VR positional tracking


References


External links


The fascination for motion capture
an introduction to the history of motion capture technology {{DEFAULTSORT:Motion Capture Computer-related introductions in 1994 Audiovisual introductions in 2000 Computer animation 3D computer graphics Computing input devices Articles containing video clips Motion control photography