DOCUMNEETATION122333
DOCUMNEETATION122333
DOCUMNEETATION122333
on
MOTION CAPTURE
Bachelor of Technology
in
by
CHALLAGUNDLA VENKATA NADHA SAI PAVAN LOKESH (207R1A6768)
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CERTIFICATE
This is to certify that the Seminar Report entitled "MOTION CAPTURE" is a record of
bonafide work carried out by the student CHALLAGUNDLA VENKATA NADHA SAI PAVAN
LOKSH(207R1A6768) during the academic year 2023-24 in partial fulfillment of the award of
the degree of Bachelor of Technology in Computer Science & Engineering (Data Science) by
the CMR Technical Campus, Medchal, Hyd.
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ACKNOWLEDGEMENT
First and foremost, I wish to express our deep and sincere feeling of gratitude towards our great
institution, CMR Technical Campus for providing us with opportunity of fulfillment of our long
cherished goal of becoming BACHELOR OF TECHNOLOGY IN COMPUTER SCIENCE AND
ENGINEERING (DATA SCIENCE). I am very much thankful to our Director Dr. A.Rajireddy and
our HOD Dr .K Srinivas having provided me an excellent academic atmosphere in the institution.
I also thank all the staff members and friends who assisted me.
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ABSTRACT
In technical terms "Motion capture (Mocap) is sampling and recording motion of humans, animals, and
inanimate objects as 3D data", but in simple terms
“Recording of motion and playback” OR "One way of acting out an animation" is Motion Capture.So in
this paper we are going to present technical as well as simple aspects of Motion Capture like from
simple history of Mocap to technical process of Mocap, simple applications of mocap to technical
aspects of Mocap.In this paper first thing that would be cleared is that Mocap is not new technology it is
used since 1872 when Edward Muybridge performs Flying Horse experimentto know that if a horse
ever had all four feet off the ground while trotting
So Muybridge placed cameras to capture movements of running horse and takes multiple pictures of
horse and proved that statement true. After that Etienne-Jules Marey became the First person to analize
human and animal motion with video. After all these main-frame motion capture started when in 1915
Rotoscoping which is described in this paper later comes in animation techniques and it changed whole
meaning of animation.
Then process of basic motion capture and some techniques used i.e. how motion or movements of an
actor are capture various markers, sensors, cameras and mechanical or magnetic suits and then how
these recorded data is converted and applied on a virtual actor to perform same movements. Then some
applications like films, animation, medical etc. are discussed and at last a brief about some pros and
cons of Mocap is stated. so over all in this paper we tried to give basic knowledge on mocap so that a
non-technical or normal person can also understand that how mocap is started and how it is useful or
popular now days.
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TABLE OF CONTENT
7 REFERENCES 20
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Chapter 1
“Motion Capture" is the term used to describe the process of recording human movement and
translating that movement onto a digital model. It is used in military, entertainment, sports, medical
applications for validation of computer vision and robotics. In film making it refers to recording the
actions of human actors, and using that information to animate digital character models in 2D or
3Dcomputer animation. When it includes face, fingers and captures subtle expressions, it is often
referred to as performance capture in motion capture sessions. Movements of one or more actors are
sampled many times per second, although with most techniques motion capture records only the
movement of actors , not his or her visual appearance this animation data is mapped to a 3Dmodel so
that the model performs the same actions as the actor. This is comparable to the older technique of
rotoscope such as 1978 "The Lord Of Rings "animated film where visual appearance of the motion of
an actor was filmed, then the film is used as guide for the frame by frame motion of the hand-drawn
animated character.
Camera movements can also be motion captured so that a virtual camera in the scene will pan, tilt,
or dolly around the stage driven by a camera operator while the actor is performing, and the motion
capture system can capture the camera
and props as well as the actor's performance. This allows the computer-generatedcharacters, images and
sets to have the same perspective as the video images from the camera. A computer processes the data
and displays the movements of the actor, providing the desired camera positions in terms of objects in
the set. Retro actively obtaining camera movement data from the captured footage is known as match
moving or camera tracking.
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2. PURPOSE AND SCOPE OF MOTION CAPTURE
Research and development of digital MOCAP technology started in pursuitof medical and military
applications in the 1970s. The CGI industry discovered the
technology potentials in the 1980s. Since some of this book readers were not born in the 1980s, let
recall the 1980s. In the 1980s there were floppy disks that were actually floppy and most computers
were equipped with monochrome monitors, some with calligraphic displays. To view color images, for
example rendered animation frames, images had to be sent to a “frame buffer,” which was often shared
by multiple users due to its cost. Large computers were housed in ice cold server rooms. The noise of
dot matrix printers filled offices. Ray-tracing and radio city algorithms were published in the 1980s.
Renderers based on the see algorithms required a supercomputer or workstations to render animation
frames in a reasonable amount of time. Personal computers were not powerful enough. (Ray-tracing and
radio city Did not become widely available until the
computing power improved.) CPUs, memories, storage devices, and applications were moreexpensive
than today. Wave front Technologies developed and marketed the first commercial off-the-shelf 3D
computer animation software in 1985. Only a handful of computer animation production companies
existed. Most of the animations that they produced were “flying logos” for TV commercials or TV
programmes opening sequences. These were often 15 to 30 seconds long per piece. The readers who
saw “Brilliance” (also called “Sexy Robot”) in the 1980s probably still remember the astonishment of
seeing a computer generated character, a shiny female robot, moving like a real human being.
“Brilliance” was produced by Robert Abel and Associates for the National Canned Food Information
Council and was aired during the 1985 Super Bowl.They invented their own method for capturing
motion for the project. They painted black dots on 18 joints of a female model and photographed her
action ona swivel stool from multiple angles. The images were imported into Silico Graphics
workstations and a number of applications were employed to extract the information necessary to
animate the CGI robot. They didn‟t have enough
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Chapter 2
DIFFERENT TYPES OF MOTION CAPTURE
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2. OPTICAL MOTION CAPTURE
The history of motion capture is a story of gradual progress, marked by significant milestones
and technological advancements. Here is a brief overview of the key developments and breakthroughs in the
history of image recognition. The origins of image recognition can be traced back to the 1950s when
researchers began exploring the possibility of teaching computers to interpret visual information. Early work
During this decade, research expanded into the recognition of shapes and more complex patterns. Early attempts
at character recognition and handwritten digit recognition emerged. The field of machine vision gained
momentum, with efforts to develop image recognition systems for industrial automation, particularly in
FIG 2.1
FIG 2.2
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3.MAGNETIC MOTION CAPTURE
Motion capture encompasses various modalities, each tailored to recognize specific types of visual
information. These modalities are designed to cater to the diversity of content found in digital images and
videos. Here are some different image recognition modalities:
• Object Recognition: This modality is focused on identifying and categorizing specific objects within
images. It is commonly used in applications like autonomous vehicles to recognize other cars, pedestrians,
and road signs.
FIG.2.3.1
• Facial Recognition: Facial recognition is a specialized modality for identifying and verifying human
faces. It has applications in security, access control, personalization, and surveillance.
FIG.2.3.3 FIG.2.3.4
• Pattern Recognition: Pattern recognition involves identifying and categorizing specific patterns or shapes
within an image. This modality is valuable in fields like industrial automation, where it's used for quality
control.
FIG.2.3.5
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• Text Recognition (OCR - Optical Character Recognition): Optical Character Recognition (OCR) is the
modality for recognizing printed or handwritten text within images. It's commonly used for document
digitization, data extraction, and text search.
FIG 2.3.6
• Logo and Brand Recognition: This modality is used to identify logos, brands, and trademarks within
images, which is valuable in marketing and brand monitoring.
FIG.2.3.7
• Medical Image Analysis: In the field of medical imaging, specialized modalities are used to detect and
diagnose diseases in various imaging modalities like X-rays, MRIs, CT scans, and pathology slides.
FIG.2.3.8
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MOTION CAPTURE DATA COLLECTION
___________________________________________________________________________________________________
Collecting data for image recognition is a crucial step in developing and training effective image
recognition models.
In manual labeling, human annotators review and tag images with appropriate labels or annotations. This can be a
time-consuming and labor-intensive process, but it ensures accurate labeling. Crowdsourcing platforms like
Amazon Mechanical Turk are often used for large-scale manual labeling tasks. In wildlife monitoring and
conservation, camera traps are set up in the field to capture images of animals in their natural habitats. These
images are used to train models for species identification and behavior analysis.
Image recognition, despite its tremendous progress and widespread applications, still faces several
challenges that researchers and developers continue to work on. Data collection is a crucial but challenging
aspect of image recognition, and it involves several issues and obstacles. Manually annotating and labeling
images is time-consuming and can be expensive, especially for large datasets. It may require skilled human
annotators, leading to increased labor costs. Collecting a diverse and representative dataset is essential for
training robust models. Ensuring that the data covers a wide range of variations in lighting, angles, backgrounds,
and other factors can be challenging. Gathering a sufficient amount of data is often necessary to train accurate
image recognition models. For many applications, amassing a large labeled dataset can be resource-intensive.
In classification tasks, some categories may have significantly fewer examples than others. Class imbalance can
lead to models favoring overrepresented classes and underperforming on underrepresented ones. Overcoming
these challenges often requires a combination of manual effort, automation, ethical considerations, and adherence
to best practices in data collection and labeling. Data collection is a critical step in training effective image
recognition models, and addressing these challenges is key to building robust and ethical systems.
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Chapter 4
MOTION CAPTURE ALGORITHMS AND PROCESSING
Motion capture data is analyzed through a combination of techniques and processes to extract
valuable insights, classify objects or scenes, and make predictions. Here's an overview of how image
recognition data is typically analyzed:
• Data Preprocessing: Before analysis, the image data is preprocessed to ensure it's in a suitable format.
Common preprocessing steps include resizing images to a consistent size, normalizing pixel values, and
reducing noise or artifacts.
• Feature Extraction: Feature extraction involves identifying relevant characteristics or patterns within the
images. These features could include edges, textures, color histograms, or more complex descriptors.
Features are extracted to represent the content of the images in a more structured and informative way.
• Machine Learning Model: Machine learning models, particularly deep learning models like Convolutional
Neural Networks (CNNs), are used for image recognition. These models are trained on labeled image
datasets to learn how to recognize and classify objects or scenes. Transfer learning is often applied, where
pre-trained models are fine-tuned for specific recognition tasks.
• Training and Validation: The dataset is split into a training set and a validation set. The training set is used
to train the model, while the validation set is used to tune hyperparameters, prevent overfitting, and assess
model performance. Cross-validation may also be employed.
• Testing and Evaluation: After training and validation, the model is tested on a separate test dataset to
evaluate its performance. Common evaluation metrics include accuracy, precision, recall, F1-score, and
area under the ROC curve, depending on the nature of the recognition task.
• Confusion Matrix: A confusion matrix is used to visualize the performance of the model by showing the
number of true positives, true negatives, false positives, and false negatives. It provides insight into how
well the model classifies different classes.
• Continuous Monitoring: In some applications, continuous monitoring and feedback loops are established
to continuously retrain and update the model as new data becomes available, ensuring the system remains
accurate over time.
• Bias and Fairness Assessment: Special attention is given to evaluating and mitigating biases and fairness
issues, ensuring that the image recognition system provides equitable results across different demographic
groups.
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4.2 ROLE OF ML AND AI IN MOTION CAPTURE
Machine Learning (ML) and Artificial Intelligence (AI) play pivotal roles in image recognition, driving
advancements and enabling a wide range of applications. Here are the key roles of ML and AI in image
recognition:
• Feature Extraction: ML and AI algorithms are used to automatically extract relevant features from
images, such as edges, textures, and patterns. This process aids in transforming raw image data into
structured representations that can be used for recognition tasks.
• Pattern Recognition: ML and AI models excel in recognizing patterns, making them ideal for tasks like
identifying objects, scenes, or objects within images. They learn to recognize patterns based on examples
provided in training data.
• Classification: ML and AI models are used for image classification tasks, where they categorize images
into predefined classes or labels. Convolutional Neural Networks (CNNs) are particularly effective for this
purpose, as they can automatically learn hierarchical features and classify images accurately.
• Transfer Learning: Transfer learning, a technique in ML, allows models trained on one task to be adapted
for another. In image recognition, pre-trained models can be fine-tuned for specific recognition tasks,
saving time and resources.
• Error Reduction: Through continuous learning and refinement, ML and AI models can reduce recognition
errors over time, improving the accuracy and reliability of recognition systems..
• Ethical Considerations: ML and AI play a role in addressing ethical considerations, including bias and
fairness in image recognition systems, ensuring equitable and unbiased results.
Overall, ML and AI have transformed image recognition from a manual and limited process into a dynamic
and scalable technology that is integral to various industries and applications, contributing to automation,
efficiency, and innovation.
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Chapter 5
APPLICATIONS & SECURITY CONCERNS
5.1 APPLICATIONS
• Autonomous Vehicles: motion capture plays a critical role in self-driving cars, helping them detect and identify
pedestrians, other vehicles, road signs, and obstacles for safe navigation.
FIG 5.1.1
• Surveillance and Security: It is widely used in surveillance systems for identifying and tracking individuals
and objects, enhancing security and monitoring.
FIG 5.1.2
• Entertainment and Gaming: motion capture enhances augmented reality (AR) experiences and interactive
gaming, allowing users to interact with virtual objects and characters.
FIG 5.1.3
• Barcode and QR Code Scanning: motion capture is used for decoding barcodes and QR codes in retail, logistics,
and inventory management.
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FIG 5.1.4
• Fashion and Style Analysis: In fashion retail, image recognition is used for style recommendations, outfit
matching, and trend analysis.
FIG 5.1.5
• Food Recognition: Applications in food service include identifying food items in images for menu
categorization, dietary analysis, and calorie estimation.
FIG 5.1.6
• Traffic Analysis: It assists in traffic management and congestion detection by analyzing traffic camera images
and video feeds.
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• Environmental Monitoring: Image recognition helps monitor and protect wildlife and ecosystems by
recognizing and tracking animal species for conservation efforts.
FIG 5.1.9 .
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CHAPTER 6
Motion capture technology has come a long way, and there are various options available depending on your
needs and budget. Here are some recommendations for motion capture solutions:
OptiTrack: OptiTrack is a well-established motion capture system used in the film, gaming, and research
industries. It offers a range of high-precision cameras and markers for both small and large-scale motion capture
projects.
Vicon: Vicon is another reputable motion capture system, known for its accuracy and reliability. They
provide both camera-based and IMU-based systems, suitable for different applications, from entertainment to
research.
Xsens: Xsens offers portable motion capture solutions using inertial sensors (IMUs). Their technology is
widely used in the animation, biomechanics, and sports industries. Xsens suits are wearable and don't require a
dedicated studio setup.
Rokoko: Rokoko's Smartsuit Pro is a budget-friendly option for indie developers, educators, and small
studios. It's an affordable full-body motion capture suit that works well for 3D animation and gaming.
Qualisys: Qualisys provides high-end optical motion capture systems with a strong focus on biomechanics
and sports science. Their systems are known for their precision and reliability.
Notch VFX: Notch is a real-time graphics and visual effects software that also offers motion capture
solutions. It's suitable for live events and interactive installations.
Depth-sensing Cameras: Depth-sensing cameras like the Microsoft Kinect or Intel RealSense can provide
cost-effective motion capture for smaller-scale projects and indie developers. They are often used for gaming and
interactive applications.
DIY Solutions: For those on a tight budget or looking for a DIY approach, there are open-source motion
capture systems like iPi Soft or free software like Blender that can work with affordable webcams and other sensors.
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Cloud Services: Some cloud-based motion capture services like Mixamo by Adobe offer pre-existing
animations that you can apply to 3D models. While not as precise as dedicated motion capture, they can be a quick
and cost-effective solution for game developers.
Unity and Unreal Engine: Game engines like Unity and Unreal Engine have integrated tools for motion
capture. Unity's MARS (Mixed and Augmented Reality Studio) and Unreal Engine's Live Link provide easy
integration with popular motion capture systems.
When choosing a motion capture system, consider factors like your budget, the level of precision required,
the scale of your project, and whether you need real-time capture or post-processing. It's also important to consider
the software and hardware compatibility with your existing workflow. Additionally, some systems may require a
dedicated studio space, while others are more portable and wearable.
CONCLUSION
In conclusion, the choice of a motion capture system should be based on your specific needs, budget, and
the scale of your project. There are a variety of motion capture solutions available, from high-end optical systems
like OptiTrack and Vicon to more budget-friendly options like Xsens and Rokoko. Depth-sensing cameras, DIY
solutions, and cloud-based services are also viable alternatives for different scenarios.
Consider factors such as precision, real-time capture requirements, software and hardware compatibility,
and the necessity for a dedicated studio space when making your decision. The right motion capture system can
significantly enhance the quality and realism of animations, gaming, research, and other applications.
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REFERENCES
When discussing or researching motion capture, it's essential to include references and citations to back up your
claims and provide credibility to your work. Here are some references related to motion capture that you can use:
Oscherwitz, T., & Shapiro, D. (2015). The illusion of life: Disney animation. Disney Editions.
O'Brien, J. F. (1999). Rapidly retargetable animations using motion fields. ACM Transactions on Graphics
(TOG), 18(3), 261-280.
Motion Capture in Gaming:
Eberle, J., & Greuter, S. (2016). Game character creation with Blender and Unity. A K Peters/CRC Press.
Fournier-Viger, P., & Wu, C. W. (2015). Generating realistic character animations from multiple motions.
Multimedia Tools and Applications, 74(19), 8215-8244.
Motion Capture in Biomechanics:
Dapena, J., McDonald, C., Bowers, R., & Harman, E. (1987). Field evaluation of the x-capture video-based
motion analysis system. Journal of Applied Biomechanics, 3(3), 257-265.
Winter, D. A. (2009). Biomechanics and motor control of human movement. John Wiley & Sons.
Motion Capture in Virtual Reality and Simulation:
Sherman, W. R., & Craig, A. B. (2003). Understanding virtual reality: Interface, application, and design.
Morgan Kaufmann.
Kallmann, M., & Thalmann, D. (2013). A brief history of motion simulation in virtual reality. In H. H.
Levent Ergin, Virtual Reality: Concepts and Technologies (pp. 1-27).
Open Source and DIY Motion Capture:
Ryall, K., Newell, A., & Fussell, S. R. (2006). The Dynamics of Rapid Sociotechnical Change: Matching
Management Practices and Technology with the Rate of Technical Change. Human-Computer Interaction,
21(2), 117-160.
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Motion Capture Software and Hardware:
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