National Repository of Grey Literature 23 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
3D Reconstruction of Human Body Motion (MOCAP)
Černák, František ; Svoboda, Pavel (referee) ; Šolony, Marek (advisor)
This thesis deals with object recognition in image, motion capturing and his transformation into 3D coordination system and 3D reconstruction. The problem was solved by building stereo camera system, detection of markers on a moving object and getting his position in space using triangulation. Hit rate of 95%  was achieved in marker detection at close range and accuracy of 3D reconstruction answers to reality at certain extend. The main finding of this work is that it is possible to reconstruct body motions with a pair of simple web cameras.
Technology in contemporary cinema and its impact on film production and reception
Tetour, Daniel ; Jašková, Jana (referee) ; Šedrlová, Magdalena (advisor)
Bakalářská práce se zaměřuje na techniky využívané v současném filmovém průmyslu. V první části se práce zabývá barevným klíčováním, snímáním pohybu a tvorbou animací. Druhá část práce je poté zaměřena na dopad těchto technik. Práce bere v úvahu nejen dopad na produkci filmu, ale také skutečnost, jak tyto techniky ovlivňují samotné přijetí filmu ze strany diváků.
Animation Library Focused on Skeletal Animations
Dokoupil, Petr ; Přibyl, Jaroslav (referee) ; Štancl, Vít (advisor)
This thesis proposes an architecture of animation engine flexible enough to support large scale of animation algorithms with unified approach to each one of them. One of the major goals of the engine is to support creation of very complex animation seqences with high degree of animation execution control. The main animation technique used in the engine is skeletal animation and some variants of this technique are already implemented within, but it was never meant to be skeletal animation only engine and is designed that way.
Advanced Character Animation
Matýšek, Michal ; Polok, Lukáš (referee) ; Kajan, Rudolf (advisor)
This thesis describes modern real-time character animation techniques and their implementation in C++ language using DirectX and PhysX libraries. The first part of the text deals with a presentation of selected animation principles and is focused mailny on key-frame animation, skeletal animation, morphing and ragdoll simulation. Then follows a description of used DirectX and PhysX libraries and description of motion capturing, using iPi Desktop Motion Capture software. The second part of this thesis is focused on particular ways of implementation of the described animation techniques.
Generating Animations with Neural Networks
Dráber, Filip ; Kohút, Jan (referee) ; Hradiš, Michal (advisor)
Ačkoli je snímání pohybu už tak nástrojem, který má animátorům pomoci zjednodušit ty nejsložitější aspekty tvorby realistických animací, spousta námahy je stále ukrytá v anotování a strukturalizaci těchto dat. Tento problém řeším návrhem neuronové sítě, která může být natrénována na datovém souboru nasnímaného pohybu tak, aby reprodukovala lidský pohyb, který je vizualizován v aplikaci, které umožňuje uživateli tento pohyb ovládat. Také experimentuji s různými metodami trénování autoregresivního modelu, a na základě toho určuji, která metoda nejlépe vyvažuje dobu trénování a výkon. Dalším postřehem je, jak přidání ovládacích hodnot do vlastností generovaných snímků ovlivňuje použití rekurentních neuronových sítí pro tento úkol.
Motion Capture of Human Figure in 3D Space
Lupínek, Dalibor ; Krupa, Kamil (referee) ; Drahanský, Martin (advisor)
This paper deals with techniques for acquiring data for character animation driven from video. Among other, it also presents several Motion Capture systems and animation data formats BVH and CSM. It also contains an example application demonstrating attained accomplishments. These are reviewed and there is instituted a course of future proceeding.
Leg prothesis
Bulva, Ondřej ; Harabiš, Vratislav (referee) ; Balogh, Jaroslav (advisor)
This thesis deals with the current state of development of active lower limb prostheses and focuses mainly on own design of active prostheses. The introduction deals with the anatomy of lower limb and briefly describes the walk cycle. In other chapters are summarized amputation techniques in the lower limb, followed by a description of the allocation of prostheses according to the level of amputation, which were described in earlier chapters. The thesis also deals with the division of prostheses according to the patient's activity level and briefly describes the structural differences in these individual cases. Chapter describing the actual development in the field of active prostheses initiates part dealing with the detailed description of the part of the prosthesis. The following chapters deal with the design and implementation of a prototype of active transfemoral prosthesis. The penultimate chapter deals with the software description of all parts of the prosthesis. This chapter is followed by an evaluation of the achieved results.
Movement Identification in the Space
Šolony, Marek ; Beran, Vítězslav (referee) ; Potúček, Igor (advisor)
The aim of this paper is to suggest optical system capable of movement identification in space and its reconstruction. The motion capture system uses markers attached to parts of human body, and a camera pair to capture the movement. This paper describes step-by-step parts of this system. Epipolar geometry is used to deal with problem of object correspondence between two views.
Use of Kinect sensors for Motion Capture with Source Filmmaker and Blender software
VANĚK, Jan
The aim of my bachelor thesis is process the possibilities of using Kinect sensors for Motion Capture in Source Filmmaker and Blender programs. Motion Capture is a technology that captures motion by using Kinect sensors and applying the obtained data in 3D graphics programs. My main goal will be primarily to explore on subsequently describe the exact procedure to process the data obtained from Kinect sensors in Blender and Source Filmmaker. Furthermore, my other goals are comparison of the use of this technique to classical manual animation, the advantages and disadvantages of use in individual programs will be described and the possibilities of combining Motion Capture and classical animation will be tested. I´ll also try to modify Kinect hardware for Xbox One for direct connection to a Windows computer. Furthermore, a comparison of the quality of Motion Capture from Kinects for Windows and the Xbox One and comparison of capturing motion with one or more Kinect sensors. For the practical part I will create my own animated sequences, captured by Kinects in combination with manual animation in Blender and these sequences will be used in Unity to create an interactive movie that the user himself will be able to control.
Judgement of personality based on recordings of dance and gait (obtained using Motion Capture)
Vávra, Jan ; Lindová, Jitka (advisor) ; Krejčová, Lucie (referee)
Judgement of personality based on recordings of dance and gait (obtained using Motion Capture) This study raises the question if it is possible to assess personality traits based on body movement while dancing and walking if we isolate movement from other non-verbal cues. The theoretical part of the study lists theoretical concepts associated with this question and summarizes previous research on the subject. The main part of this study is empirical research: the movement of 21 women was filmed using Motion Capture technology which captures human movement by recording the coordinates of key segments of the body. A virtual female character was used to re-create the movement of the research participants. The resulting footage was then presented to 187 raters, who scored segments of it on two sets of personality scales. The comparison of the raters' scores and self-assesed personality of the participant is subject to the analytical part of this study. The results showed several correlations between assesments of personality traits and self-assesed personality traits, but those were never the same traits (i. e. extraversion was never recognized as extraversion, but possibly manifested itself thorugh ratings of other traits). We also found several more general factors on which the raters' assessments of...

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