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Automatic Keyframing of Human Actions for Computer Animation

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Pattern Recognition and Image Analysis (IbPRIA 2003)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2652))

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Abstract

This paper presents a novel human action model based on key-frames which is suitable for animation purposes. By defining an action as a sequence of time-ordered body posture configurations, we consider that the most characteristic postures (called key-frames) are enough for modeling such an action. As characteristic postures are found to correspond to low likelihood values, we build a human action eigenspace, called aSpace, which is used to estimate the likelihood value for each posture. Once the key-frames have been found automatically, they are used to build a human action model called p–action by means of interpolation between key-frames. This parameterized model represents the time evolution of the human body posture during a prototypical action, and it can be used for computer animation. As a result, realistic and smooth motion is achieved. Furthermore, realistic virtual sequences involving several actions can be automatically generated.

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© 2003 Springer-Verlag Berlin Heidelberg

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Gonzàlez, J., Varona, J., Roca, F.X., Villanueva, J.J. (2003). Automatic Keyframing of Human Actions for Computer Animation. In: Perales, F.J., Campilho, A.J.C., de la Blanca, N.P., Sanfeliu, A. (eds) Pattern Recognition and Image Analysis. IbPRIA 2003. Lecture Notes in Computer Science, vol 2652. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-44871-6_34

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  • DOI: https://doi.org/10.1007/978-3-540-44871-6_34

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-40217-6

  • Online ISBN: 978-3-540-44871-6

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