MOTION CAPTURE SYSTEM ON DIGITAL CREATIVE MEDIA USING RGB CAMERAS
Full body motion capture is an animation creation method that is currently inaccessible by most content creators. This problem is resulted from the high cost and hard to use equipment needed to produce these types of animations. On the other hand, facial motion capture technology has really been...
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Format: | Final Project |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/66602 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Full body motion capture is an animation creation method that is currently
inaccessible by most content creators. This problem is resulted from the high cost
and hard to use equipment needed to produce these types of animations. On the
other hand, facial motion capture technology has really been advancing, so much
so that it is even used by non-animators. This final project aims to combine the
simplicity and ease-of-use of facial motion capture systems with the capability of
creating a full body animation. All this should be able to be achieved with only one
to two RGB cameras in the animation process.
To achieve this, the end-product will make use of machine learning based pose
estimation technology such as the ones provided by MediaPipe. The inputs from
the RGB cameras will be configured according to prior calibration done to each
camera, after which the skeleton-based 3D pose will be extracted using that
machine learning model. Then, each joint on the avatar will be rotated inside Unity
game engine according to the position of the obtained keypoints.
From the testing results, we obtained that the immediate 3D pose estimation method
gives the most optimal results from the various methods that have been
experimented on. Even so, the system still lacks in terms of speed of creating
animation frames and still has difficulties on detecting the depth of the keypoint
locations. |
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