Live Animation theater: Using Facial tracking and Cue Handling to execute live theater performance with interactive, animated characters
Translated title
Live Animation theater: Using Facial tracking and Cue Handling to execute live theater performance with interactive, animated characters
Author
Term
4. term
Education
Publication year
2012
Submitted on
2012-05-31
Pages
52
Abstract
In this report the design of two systems for real-time animation theater are documented. A system which translates facial capture data from a 2D domain into a 3D domain and maps it to virtual characters. This system is implemented with noise filtering and a countermeasure to lost frames during theatrical performance. Another system which handles the triggering of events, or cues, during theatrical performance. This system allows a stage manager to create a set of cues for their play, and execute them in accordance with the tempo of the play. Both of these systems are implemented in the Unity game engine, which is part of the initial conditions for the project. Experiments designed to test these systems are described, but no data has been collected at the time of report hand-in.
In this report the design of two systems for real-time animation theater are documented. A system which translates facial capture data from a 2D domain into a 3D domain and maps it to virtual characters. This system is implemented with noise filtering and a countermeasure to lost frames during theatrical performance. Another system which handles the triggering of events, or cues, during theatrical performance. This system allows a stage manager to create a set of cues for their play, and execute them in accordance with the tempo of the play. Both of these systems are implemented in the Unity game engine, which is part of the initial conditions for the project. Experiments designed to test these systems are described, but no data has been collected at the time of report hand-in.
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