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Edilson de Aguiar
Front matter
1-5
Part 1 / Introduction
Introduction
9-36
Part 2 / Part I: Background and Basic Definitions
9-18
Preliminary Techniques
19-27
Interactive Shape Deformation and Editing Methods
29-36
Recording Studio: Data Acquisition and Data Processing
39-61
Part 3 / Part II: Natural Animation of Digitized Models
39-43
Problem Statement and Preliminaries
45-54
Poisson-Based Skeleton-Less Character Animation
55-61
Laplacian-Based Skeleton-Less Character Animation
65-124
Part 4 / Part III: Towards Performance Capture Using Deformable Mesh Tracking
65-73
75-86
Video-Based Tracking of Scanned Humans
87-99
Feature Tracking for Mesh-Based Performance Capture
101-117
Video-Based Performance Capture
119-124
High-Quality 3D Videos
127-165
Part 5 / Part IV: Processing Mesh Animations
127-132
133-148
Reconstructing Fully-Rigged Characters
149-162
Designing Non-photorealistic Animation Collages
163-165
Conclusions
Back matter
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