Work place: School of Computer Science and Technology, Shandong University, JiNan, P.R.China
E-mail: cwanglu319@hotmail.com
Website:
Research Interests: Computer systems and computational processes, Real-Time Computing, Computer Graphics and Visualization, 2D Computer Graphics, Computer Animation
Biography
Lu Wang was born in Shandong, China, 1981. She received her Ph.D. Degrees from Shandong University in 2009. She works in the school of computer science and technology, Shandong University. Her research interests are in geometric modeling, real-time computer graphics, geometric computing, non-photorealistic rendering and interactive design.
By Xiaoting Wang Chenglei Yang Lu Wang
DOI: https://doi.org/10.5815/ijem.2011.04.07, Pub. Date: 29 Aug. 2011
This paper introduces the motion capture technology and its use in computer animation education. Motion capture is a powerful aid in the course of computer animation and a supplement to the traditional key-frame animation. We use professional cameras to record the motion of the actor and then manipulate the data in software to eliminate some occlusion and confusion errors. For data that is still not satisfying, using data filter to smooth the motion to cut some awry frames. Then we import the captured data into Motionbuilder to adjust the motion and preview the real-time animation. At last in Maya we combine the motion data and character model, let the character perform the captured data and add the scene model and music to export the whole animation. In the course of computer animation, we use this method to design the animation of military boxing, basketball playing and folk dancing.
[...] Read more.By Xiaoting Wang Lu Wang Guosheng Wu
DOI: https://doi.org/10.5815/ijieeb.2011.02.04, Pub. Date: 8 Mar. 2011
This paper introduces the motion capture technology and its use in computer animation. Motion capture is a powerful aid in computer animation and a supplement to the traditional key-frame animation. We use professional cameras to record the body motion and facial expression of the actor and then manipulate the data in software to eliminate some occlusion and confusion errors. As to data that is still not satisfying, we use data filter to smooth the motion by cutting some awry frames. Then we import the captured data into Motionbuilder to adjust the motion and preview the real-time animation. At last in Maya we combine the motion data and character model, let the captured data drive the character and add the scene model and music to export the whole animation. In the course of computer animation, we use this method to design the animation of military boxing, basketball playing, folk dancing and facial expression.
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