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Les animaux sont de plus en plus présents dans les effets spéciaux au cinéma et dans les films d'animation 3D. Les quadrupèdes en particulier, de par la richesse et de l'esthétique de leurs mouvement, sont souvent l'objet de création de personnages virtuels. L'objectif de cette thèse est d'utiliser la vidéo, et surtout des documentaires animaliers, pour créer des animaux virtuels capables de mouvements réalistes. Dans un premier temps, nous proposons de construire des squelettes d'animation de quadrupèdes à partir d'images. Nous montrons tout d'abord comment reconstruire un squelette réel à partir de plusieurs images. Ensuite, nous construisons un modèle déformable de squelette de quadrupède qui permet de de créer un squelette d'animation rapidement à partir d'une image ou d'un modèle 3D de l'animal à animer. Dans un second temps, nous...
We present a method for animating 3D models of animals from existing live video sequences such as wild life documentaries. Videos are first segmented into binary images on which Principal Component Analysis (PCA) is applied. The time-varying coordinates of the images in the PCA space are then used to generate 3D animation. This is done through interpolation with Radial Basis Functions (RBF) of 3D pose examples associated with a small set of key-images extracted from the video. In addition to this processing pipeline, our main contributions are: an automatic method for selecting the best set of key-images for which the designer will need to provide 3D pose examples. This method saves user time and effort since there is no more need for manual selection within the video and then trials and errors in the choice of key-images and 3D pose e...
Skeletons are at the core of 3D character animation. The goal of this work is to design a morphable model of 3D skeleton for four footed animals, controlled by a few intuitive parameters. This model enables the automatic generation of an animation skeleton, ready for character rigging, from a few simple measurements performed on the mesh of the quadruped to animate. Quadruped animals - usually mammals - share similar anatomical structures, but only a skilled animator can easily translate them into a simple skeleton convenient for animation. Our approach for constructing the morphable model thus builds on the statistical learning of reference skeletons designed by an expert animator. This raises the problems of coping with data that includes both translations and rotations, and of avoiding the accumulation of errors due to its hierarchi...
We present a method for animating 3D models of animals from existing live video sequences such as wild life documentaries. Videos are first segmented into binary images on which Principal Component Analysis (PCA) is applied. The time-varying coordinates of the images in the PCA space are then used to generate 3D animation. This is done through interpolation with Radial Basis Functions (RBF) of 3D pose examples associated with a small set of key-images extracted from the video. In addition to this processing pipeline, our main contributions are: an automatic method for selecting the best set of key-images for which the designer will need to provide 3D pose examples. This method saves user time and effort since there is no more need for manual selection within the video and then trials and errors in the choice of key-images and 3D pose e...
We present a method for animating 3D models of animals from existing live video sequences such as wild life documentaries. Videos are first segmented into binary images on which principal component analysis (PCA) is applied. The time-varying coordinates of the images in the PCA space are then used to generate 3D animation. This is done through interpolation with radial basis functions of 3D pose examples associated with a small set of keyimages extracted from the video. In addition to this processing pipeline, our main contributions are: an automatic method for selecting the best set of key-images for which the designer will need to provide 3D pose examples, and a simple algorithm based on PCA images to resolve 3D pose prediction ambiguities. These ambiguities are inherent to many animal gaits when only monocular view is available.