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This paper presents a video-based motion modeling technique for capturing physically realistic human motion from monocular video sequences. We formulate the video-based motion modeling process in an image-based keyframe animation framework. The system first computes camera parameters, human skeletal size, and a small number of 3D key poses from video and(More)
We present a fast, automatic method for accurately capturing full-body motion data using a single depth camera. At the core of our system lies a realtime registration process that accurately reconstructs 3D human poses from single monocular depth images, even in the case of significant occlusions. The idea is to formulate the registration problem in a(More)
This paper introduces an approach to performance animation that employs a small number of motion sensors to create an easy-to-use system for an interactive control of a full-body human character. Our key idea is to construct a series of online local dynamic models from a prerecorded motion database and utilize them to construct full-body human motion in a(More)
This article shows how statistical motion priors can be combined seamlessly with physical constraints for human motion modeling and generation. The key idea of the approach is to learn a nonlinear probabilistic force field function from prerecorded motion data with Gaussian processes and combine it with physical constraints in a probabilistic framework. In(More)
We present a continuous optimization framework for interactive tracking of 2D generic objects in a single video stream. The user begins with specifying the locations of a target object in a small set of keyframes; the system then automatically tracks locations of the objects by combining user constraints with visual measurements across the entire sequence.(More)
A n interactive system that lets users quickly pose a 3D full-body human character has many applications—for example, rapid pro-totyping of 3D human animation, real-time game character control, interactive humanoid robot manipulation, and human-computer interactions. Building such a system presents two major challenges. First, typical user input(More)
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