A COMPARISON AND EVALUATION OF MOTION INDEXING ...
A COMPARISON AND EVALUATION OF MOTION INDEXING ...
A COMPARISON AND EVALUATION OF MOTION INDEXING ...
You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
• 1991: Videosystem Mat, the Ghost<br />
Around this time, Waldo C. Graphic, Videosystem, a French video and com-<br />
puter graphics producer, worked on the problem of computer puppets, which re-<br />
sulted in real-time character animation system whose first character was Mat the<br />
ghost. Using DataGloves, joysticks, Polhemus trackers, and MIDI drum pedals,<br />
puppeteers interactively performed Mat, chroma-keyed with the previously-shot<br />
video of the live actors. Videosystem, now known as Medialab, continues to de-<br />
velop a reliable production tool, having produced several hours of production<br />
animation in total, for more than a dozen characters.<br />
• 1992: SimGraphics Mario<br />
Around 1992 SimGraphics developed face waldo, a facial tracking system. The<br />
important feature of this system was that one actor could manipulate all the<br />
facial expressions of a character by just miming the facial expression himself.<br />
Real-time performance of Mario in Nintendo’s popular videogame was the first<br />
big successes with the face Waldo system and its concomitant VActor animation<br />
system. Since then SimGraphics has been continually updating the technology<br />
of face Waldo.<br />
• 1993: Acclaim<br />
At SIGGRAPH ’93 Acclaim introduced a realistic and complex two-character<br />
animation done entirely with motion capture. Acclaim mainly uses the system<br />
to generate character motion sequences for video games.<br />
• Today: Commercial systems<br />
Over the years, Ascension, Polhemus, SuperFluo, and others have released com-<br />
mercial motion tracking systems for computer animation. SoftImage, has in-<br />
tegrated these systems into their product creating ”off-the-shelf” performance<br />
animation systems.<br />
70