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Open Source Photogrammetry: Ditching 123D Catch – We Did Stuff

Open Source Photogrammetry: Ditching 123D Catch – We Did Stuff
This is part one in a series on open source photogrammetry. In part two, I’ll flesh out more VFX-centric application of this workflow. Before I start, big thanks to: Dan Short: for showing me his awesome 123d models that sparked this whole ideaHannah Davis: debugging + emotional support + snacks So a few weeks ago, Dan Short showed me 123D Catch. Until Dan showed me some models he generated from exhibts at the AMNH I didn’t really get the point of Catch…so what, you have a model of your water bottle…but what Dan showed me was that it worked incredible well on environments too: The Hall of African Mammals or even the penguin diarama from the infamous whale room! I remembered seeing something like this years ago: a product demo called Photosynth from Microsoft, which did this sort of reconstruction from thousands of tourist photos of the Notre Dame Cathedral. Photo limits: the iphone app seems to allow a maximum of 40 images. Here are the steps: Part 1: VisualSFM Part 2: Meshlab Caveats

Capturing and Animating Skin Deformation in Human Motion Abstract During dynamic activities, the surface of the human body moves in many subtle but visually significant ways: bending, bulging, jiggling, and stretching. We present a technique for capturing and animating those motions using a commercial motion capture system and approximately 350 markers. Although the number of markers is significantly larger than that used in conventional motion capture, it is only a sparse representation of the true shape of the body. We supplement this sparse sample with a detailed, actor-specific surface model. People Downloads Citation Sang Il Park and Jessica K. Funding This research is supported by: NSF IIS-0326322 NSF CNS-0196217 Institute of Information Technology Assessment (KOREA) Copyright notice The documents contained in these directories are included by the contributing authors as a means to ensure timely dissemination of scholarly and technical work on a non-commercial basis.

Resources for Primary Source Documents Primary sources are resources that were first-hand created in a given period of time and never undergone any kind of editing or distortion. These sources are multimodal and they come in different forms. They can be artifacts, documents, pictures, recordings, essays, photographs, maps...etc. Now with the globalization of knowledge and the pervasive use of digital media, primary sources become accessible to everybody with an internet connection. However, the search for these materials is akin to a scavenger hunt and hence the importance of having a handy list such as the one below to keep for rainy days. I have been scouring the web for several hours and finally come up with this selection. Whether you teach social studies, history, literature, Geography or any other content area where there is a need for original and primary source documents, the list below will definitely be a good starting point for searching and assembling primary sources. 1- Library of Congress 4- Chronicling America

David Ross - Unsupervised Learning of Articulated Skeletons From Motion Introduction Humans demonstrate a remarkable ability to parse complicated motion sequences into their constituent structures and motions. We investigate this problem, attempting to learn the structure of one or more articulated objects, given a time-series of two-dimensional feature positions. We model the observed sequence in terms of "stick figure" objects, under the assumption that the relative joint angles between sticks can change over time, but their lengths and connectivities are fixed. Papers Learning Articulated Structure and Motion David Ross, Daniel Tarlow, and Richard Zemel. Videos Code and Data The human motion capture data used in this project was provided from the CMU Graphics Lab Motion Capture Database, and the Biomotion Lab, Queens University.

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