Motion capture in the context of Frames per second


Motion capture in the context of Frames per second

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⭐ Core Definition: Motion capture

Motion capture (sometimes referred as mocap or mo-cap, for short) is the process of recording high-resolution movement of objects or people into a computer system. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots.

In films, television shows and video games, motion capture refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture. In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving.

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Motion capture in the context of Motion controller

In computing, a motion controller is a type of input device that uses accelerometers, gyroscopes, cameras, or other sensors to track motion.

Motion controllers see use as game controllers, for virtual reality and other simulation purposes, and as pointing devices for smart TVs and Personal computers.

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Motion capture in the context of Computer animation

Computer animation is a digital successor to stop motion and traditional animation. Instead of a physical model or illustration, a digital equivalent is manipulated frame-by-frame. Also, computer-generated animations allow a single graphic artist to produce such content without using actors, expensive set pieces, or props. To create the illusion of movement, an image is displayed on the computer monitor and repeatedly replaced by a new similar image but advanced slightly in time (usually at a rate of 24, 25, or 30 frames/second). This technique is identical to how the illusion of movement is achieved with television and motion pictures.

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Motion capture in the context of Live-action animation

Live-action animation is a film genre that combines live-action filmmaking with animation.Projects that are both live-action and computer animation tend to have fictional characters or figures represented and characterized by cast members through motion capture and then animated and modeled by animators. Films that are live-action and traditional animation use hand-drawn, computer-generated imagery (CGI), or stop-motion animation.

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Motion capture in the context of Frame rate

Frame rate, most commonly expressed in frame/s, frames per second or FPS, is typically the frequency (rate) at which consecutive images (frames) are captured or displayed. This definition applies to film and video cameras, computer animation, and motion capture systems. In these contexts, frame rate may be used interchangeably with frame frequency and refresh rate, which are expressed in hertz (Hz). Additionally, in the context of computer graphics performance, FPS is the rate at which a system, particularly a GPU, is able to generate frames, and refresh rate is the frequency at which a display shows completed frames. In electronic camera specifications frame rate refers to the maximum possible rate frames could be captured, but in practice, other settings (such as exposure time) may reduce the actual frequency to a lower number than the frame rate.

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Motion capture in the context of Pianist

A pianist (US: /pˈænɪst/ pee-AN-ist, also /ˈpənɪst/ PEE-ə-nist) is a musician who plays the piano. A pianist's repertoire may include music from a diverse variety of styles, such as traditional classical music, jazz, blues, and popular music, including rock and roll. Most pianists can, to an extent, easily play other keyboard instruments such as the synthesizer, harpsichord, celesta, and the organ.

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Motion capture in the context of Motion-capture acting

Motion-capture acting, also called performance-capture acting and often abbreviated as mo-cap or P-cap, is a type of acting in which an actor wears markers or sensors on a skintight bodysuit or directly on the skin. Several cameras from different angles record the actor's movements simultaneously, recording the three-dimensional position of the sensors without recording the rest of the actor. Sampling is done many times each second, aided by advances in computer technology. The resulting database of 3D points permits a filmmaker or video game creator to create a digital character and place them in an entirely new setting.

The first virtual actor animated by motion-capture was produced in 1993 by Didier Pourcel and his team at Gribouille. It involved "cloning" the body and face of French comedian Richard Bohringer, and then animating it with still-nascent motion-capture tools.

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Motion capture in the context of Match moving

In visual effects, match moving is a technique that allows the insertion of 2D elements, other live action elements or CG computer graphics into live-action footage with correct position, scale, orientation, and motion relative to the photographed objects in the shot. It also allows for the removal of live action elements from the live action shot. The term is used loosely to describe several different methods of extracting camera motion information from a motion picture. Also referred to as motion tracking or camera solving, match moving is related to rotoscoping and photogrammetry.Match moving is sometimes confused with motion capture, which records the motion of objects, often human actors, rather than the camera. Typically, motion capture requires special cameras and sensors and a controlled environment (although recent developments such as the Kinect camera and Apple's Face ID have begun to change this). Match moving is also distinct from motion control photography, which uses mechanical hardware to execute multiple identical camera moves. Match moving, by contrast, is typically a software-based technology, applied after the fact to normal footage recorded in uncontrolled environments with an ordinary camera.

Match moving is primarily used to track the movement of a camera through a shot so that an identical virtual camera move can be reproduced in a 3D animation program. When new animated elements are composited back into the original live-action shot, they will appear in perfectly matched perspective and therefore appear seamless.

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Motion capture in the context of Avatar (2009 film)

Avatar is a 2009 epic science fiction film written and directed by James Cameron. It features an ensemble cast including Sam Worthington, Zoe Saldana, Stephen Lang, Michelle Rodriguez, and Sigourney Weaver. Distributed by 20th Century Fox, it is the first installment in the Avatar film series. The film is set in the mid-22nd century, when humans are colonizing Pandora, a lush habitable moon of a gas giant in the Alpha Centauri star system, in order to mine the valuable unobtanium, a room-temperature superconductor mineral. The expansion of the mining colony threatens the continued existence of a local tribe of Na'vi, a humanoid species indigenous to Pandora. The title of the film refers to a genetically engineered Na'vi body operated from the brain of a remotely located human that is used to interact with the natives of Pandora called an "Avatar".

Development of Avatar began in 1994, when Cameron wrote an 80-page treatment for the film. Filming was supposed to take place after the completion of Cameron's 1997 film Titanic, for a planned release in 1999; however, according to Cameron, the necessary technology was not yet available to achieve his vision of the film. Work on the fictional constructed language of the Na'vi began in 2005, and Cameron began developing the screenplay and fictional universe in early 2006. Avatar was officially budgeted at $237 million, due to the groundbreaking array of new visual effects Cameron achieved in cooperation with Weta Digital in Wellington. Other estimates put the cost at between $280 million and $310 million for production and at $150 million for promotion. The film made extensive use of 3D computer graphics and new motion capture filming techniques, and was released for traditional viewing, 3D viewing (using the RealD 3D, Dolby 3D, XpanD 3D, and IMAX 3D formats), and 4D experiences (in selected South Korean theaters). The film also saw Cameron reunite with his Titanic co-producer Jon Landau, whom he would later credit for having a prominent role in the film's production.

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