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Journal articles on the topic '3D Motion'

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1

Yang, Jonghyun, Jeongjun Park, and Changwan Yu. "Accuracy Verification of 3D Motion Analysis System Using Smart-phone Monocular Camera." Korean Journal of Sport Science 32, no. 4 (2021): 464–71. http://dx.doi.org/10.24985/kjss.2021.32.4.464.

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PURPOSE This study aimed to verify the accuracy of three-dimensional (3D) motion data produced through artificial intelligence-based user motion recognition technology with images obtained using a smartphone monocular camera. This was done to explore the possibility of developing an application that can improve the reliability of the measurement of physical activity performing motions and feedback provision.METHODS To check the accuracy of the artificial intelligence-based 3D motion analysis system that utilized a semi-supervised learning method, a commercialized 3D infrared motion analysis sy
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Phan, Gia-Hoang, Clint Hansen, Paolo Tommasino, Asif Hussain, Domenico Formica, and Domenico Campolo. "A Complementary Filter Design on SE(3) to Identify Micro-Motions during 3D Motion Tracking." Sensors 20, no. 20 (2020): 5864. http://dx.doi.org/10.3390/s20205864.

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In 3D motion capture, multiple methods have been developed in order to optimize the quality of the captured data. While certain technologies, such as inertial measurement units (IMU), are mostly suitable for 3D orientation estimation at relatively high frequencies, other technologies, such as marker-based motion capture, are more suitable for 3D position estimations at a lower frequency range. In this work, we introduce a complementary filter that complements 3D motion capture data with high-frequency acceleration signals from an IMU. While the local optimization reduces the error of the motio
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Balasubramanyam, Adithya, Ashok Kumar Patil, Bharatesh Chakravarthi, Jae Yeong Ryu, and Young Ho Chai. "Motion-Sphere: Visual Representation of the Subtle Motion of Human Joints." Applied Sciences 10, no. 18 (2020): 6462. http://dx.doi.org/10.3390/app10186462.

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Understanding and differentiating subtle human motion over time as sequential data is challenging. We propose Motion-sphere, which is a novel trajectory-based visualization technique, to represent human motion on a unit sphere. Motion-sphere adopts a two-fold approach for human motion visualization, namely a three-dimensional (3D) avatar to reconstruct the target motion and an interactive 3D unit sphere, that enables users to perceive subtle human motion as swing trajectories and color-coded miniature 3D models for twist. This also allows for the simultaneous visual comparison of two motions.
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Hu, Xiao, Libo Long, and Jochen Lang. "Motion Decoupled 3D Gaussian Splatting for Dynamic Object Representation." Proceedings of the AAAI Conference on Artificial Intelligence 39, no. 4 (2025): 3590–98. https://doi.org/10.1609/aaai.v39i4.32373.

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Dynamic object modeling is a critical challenge in 3D scene reconstruction. Previous methods typically maintain a canonical space to represent the object model, and a deformation field to express the object motion. However, this approach fails when the object undergoes large motions. The position variation caused by significant motion not only complicates the establishment of a canonical space, but also misleads the interpretation of the deformation field. To overcome the above weaknesses, we propose Motion Decoupled Dynamic 3D Gaussian Splatting (M5D-GS), the first 3D-GS model that separates
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Lee, Taeryung, Gyeongsik Moon, and Kyoung Mu Lee. "MultiAct: Long-Term 3D Human Motion Generation from Multiple Action Labels." Proceedings of the AAAI Conference on Artificial Intelligence 37, no. 1 (2023): 1231–39. http://dx.doi.org/10.1609/aaai.v37i1.25206.

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We tackle the problem of generating long-term 3D human motion from multiple action labels. Two main previous approaches, such as action- and motion-conditioned methods, have limitations to solve this problem. The action-conditioned methods generate a sequence of motion from a single action. Hence, it cannot generate long-term motions composed of multiple actions and transitions between actions. Meanwhile, the motion-conditioned methods generate future motions from initial motion. The generated future motions only depend on the past, so they are not controllable by the user's desired actions. W
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Wang, Haiying. "Three-Dimensional Image Recognition of Athletes' Wrong Motions Based on Edge Detection." Journal Européen des Systèmes Automatisés 53, no. 5 (2020): 733–38. http://dx.doi.org/10.18280/jesa.530516.

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The traditional 3D visual motion amplitude tracking algorithms cannot acquire the complete contour features, not to mention the correction of wrong motions in sports training. To solve the problem, this paper designs a 3D visual image recognition method based on contourlet domain edge detection, and applies it to the recognition of athlete’s wrong motions in sports training. Firstly, the visual reconstruction and feature analysis of human motions were carried out, and the edge detection features were extracted by edge detection algorithm. Then, a 3D visual motion amplitude tracking method was
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Chen, Xingfan, Qican Zhang, and Yajun Wang. "Dynamic 3D Measurement Based on Camera-Pixel Mismatch Correction and Hilbert Transform." Sensors 25, no. 3 (2025): 924. https://doi.org/10.3390/s25030924.

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In three-dimensional (3D) measurement, the motion of objects inevitably introduces errors, posing significant challenges to high-precision 3D reconstruction. Most existing algorithms for compensating motion-induced phase errors are tailored for object motion along the camera’s principal axis (Z direction), limiting their applicability in real-world scenarios where objects often experience complex combined motions in the X/Y and Z directions. To address these challenges, we propose a universal motion error compensation algorithm that effectively corrects both pixel mismatch and phase-shift erro
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Lin, Luoyang, Zutao Jiang, Xiaodan Liang, Liqian Ma, Michael C. Kampffmeyer, and Xiaochun Cao. "PTUS: Photo-Realistic Talking Upper-Body Synthesis via 3D-Aware Motion Decomposition Warping." Proceedings of the AAAI Conference on Artificial Intelligence 38, no. 4 (2024): 3441–49. http://dx.doi.org/10.1609/aaai.v38i4.28131.

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Talking upper-body synthesis is a promising task due to its versatile potential for video creation and consists of animating the body and face from a source image with the motion from a given driving video. However, prior synthesis approaches fall short in addressing this task and have been either limited to animating heads of a target person only, or have animated the upper body but neglected the synthesis of precise facial details. To tackle this task, we propose a Photo-realistic Talking Upper-body Synthesis method via 3D-aware motion decomposition warping, named PTUS, to both precisely syn
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9

Liu, Feng, Yueting Zhuang, Fei Wu, and Yunhe Pan. "3D motion retrieval with motion index tree." Computer Vision and Image Understanding 92, no. 2-3 (2003): 265–84. http://dx.doi.org/10.1016/j.cviu.2003.06.001.

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10

Hyodo, Hiroki, and Tadashi Wada. "3D Motion Analysis of Kick Start Motion." IEEJ Transactions on Electronics, Information and Systems 143, no. 1 (2023): 32–37. http://dx.doi.org/10.1541/ieejeiss.143.32.

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11

Sakaue, Fumihiko, Masaaki Takami, and Jun Sato. "Space Time Carving for Shape and Motion Recovery." International Journal of Virtual Reality 9, no. 1 (2010): 7–12. http://dx.doi.org/10.20870/ijvr.2010.9.1.2755.

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Recently, a lot of methods for shape and motion reconstruction have been studied extensively. This paper describes a method for simultaneous shape and motion reconstruction without any corresponding points. We call the method space-time carving. The proposed method is based on a space carving method which can reconstruct 3D shape without any corresponding points. The method uses photo-consistency for 3D space carving. Our proposed method also uses photo-consistency for carving high dimensional space which represents not only shape but also motion. As a result, the proposed method can recover n
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12

Suwetha, R. "Motion Capture using 3d." International Journal for Research in Applied Science and Engineering Technology V, no. IV (2017): 1220–27. http://dx.doi.org/10.22214/ijraset.2017.4218.

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13

Wilson, P. L., and J. Meyer. "A Spring–Dashpot System for Modelling Lung Tumour Motion in Radiotherapy." Computational and Mathematical Methods in Medicine 11, no. 1 (2010): 13–26. http://dx.doi.org/10.1080/17486700802616534.

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A 3D system of springs and dashpots is presented to model the motion of a lung tumour during respiration. The main guiding factor in configuring the system is the spatial relationship between abdominal and lung tumour motion. A coupled, non-dimensional triple of ordinary differential equations models the tumour motion when driven by a 3D breathing signal. Asymptotic analysis is used to reduce the system to a single equation driven by a 3D signal, in the limit of small lateral and transverse tumour motions. A numerical scheme is introduced to solve this equation, and tested over wide parameter
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14

Chan, Jacky C. P., and Edmond S. L. Ho. "Emotion Transfer for 3D Hand and Full Body Motion Using StarGAN." Computers 10, no. 3 (2021): 38. http://dx.doi.org/10.3390/computers10030038.

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In this paper, we propose a new data-driven framework for 3D hand and full-body motion emotion transfer. Specifically, we formulate the motion synthesis task as an image-to-image translation problem. By presenting a motion sequence as an image representation, the emotion can be transferred by our framework using StarGAN. To evaluate our proposed method’s effectiveness, we first conducted a user study to validate the perceived emotion from the captured and synthesized hand motions. We further evaluate the synthesized hand and full body motions qualitatively and quantitatively. Experimental resu
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Katsulai, Hiroshi. "Extraction and Motion Estimation of 3D Objects from Stereo Image Sequence." Journal of Robotics and Mechatronics 8, no. 6 (1996): 561–70. http://dx.doi.org/10.20965/jrm.1996.p0561.

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It is important to estimate motion parameters and structures of 3D objects from the image sequence, and a variety of methods to do so have been proposed so far. In this paper, a method is described of estimating the motion and structure of a 3D object from the stereo image sequence. In this method, based on the correspondence of 2D segments in each stereo pair, using a newly devised similarity measure, 3D segments are reconstructed, then grouped into rigid objects, making use of the correspondence of 3D segments in successive images, and parameters of rigid motions are computed for each group.
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Yeo, Dong Jin, Moohyun Cha, and Duhwan Mun. "Simulating ship and buoy motions arising from ocean waves in a ship handling simulator." SIMULATION 88, no. 12 (2012): 1407–18. http://dx.doi.org/10.1177/0037549712452128.

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A ship’s real-time three-dimensional (3D) visualization system, a component of a handling simulator, is one of its most important components, since realistic and intuitive image generation play an essential role in improving the effects of education using ship navigation simulators. Ship handling simulators should have capabilities of calculating ship motions (heave, pitch, and roll) at any given sea state and display the calculated motions through a real-time 3D visualization system. The motion solver of a ship handling simulator calculates those motions in addition to maneuverings for an own
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Azharina, Syarifah, Octarina Budi Lestari, and Dwi Setyasih. "Perancangan Video Animasi 3D Menggunakan Teknologi Motion Capture Tentang Pengenalan Teknik Dasar Ilmu Beladiri Pecak Silat." ICIT Journal 8, no. 2 (2022): 218–30. http://dx.doi.org/10.33050/icit.v8i2.2411.

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Motion capture dapat menyajikan gerakan yang realistis dan memberikan nuansa dan detail khusus pada animasi. Berdasarkan hal tersebut, maka dibuat sebuah animasi 3D menggunakan teknologi Motion capture tentang teknik dasar pencak silat. Animasi dibuat dengan merekam gerakan ilmu bela diri pencak silat dari seorang atlet pencak silat ke dalam Model 3D menggunakan kamera OptiTrack Flex 3 dan teknologi motion capture yang mampu membuat gerakan animasi sesuai dengan gerakan manusia. Animasi ini bertujuan memberikan informasi, simulasi, dan tutorial agar seseorang dapat mengetahui dan menguasai ger
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18

Gruber, Amit, and Yair Weiss. "Incorporating non-motion cues into 3D motion segmentation." Computer Vision and Image Understanding 108, no. 3 (2007): 261–71. http://dx.doi.org/10.1016/j.cviu.2006.11.021.

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19

Yang, Lin, Chee-Meng Chew, Yu Zheng, and Aun-Neow Poo. "Truncated Fourier series formulation for bipedal walking balance control." Robotica 28, no. 1 (2009): 81–96. http://dx.doi.org/10.1017/s0263574709005608.

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SUMMARYThis paper studies the parameters contained in the truncated Fourier series (TFS) formulation for bipedal walking balance control. Using the TFS generated lateral motion reference, 3D bipedal walking can be directly achieved without any parameter adjustment. Furthermore, the potential of this TFS formulation for motion balance control has also been investigated. One more motion balance strategy is developed through the reinforcement learning, which adjusts the motion's reference trajectory according to the selected dynamic feedback in real time. Dynamic simulation results of the present
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20

Yoon, Chiho, Changyeop Lee, Keecheol Shin, and Chulhong Kim. "Motion Compensation for 3D Multispectral Handheld Photoacoustic Imaging." Biosensors 12, no. 12 (2022): 1092. http://dx.doi.org/10.3390/bios12121092.

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Three-dimensional (3D) handheld photoacoustic (PA) and ultrasound (US) imaging performed using mechanical scanning are more useful than conventional 2D PA/US imaging for obtaining local volumetric information and reducing operator dependence. In particular, 3D multispectral PA imaging can capture vital functional information, such as hemoglobin concentrations and hemoglobin oxygen saturation (sO2), of epidermal, hemorrhagic, ischemic, and cancerous diseases. However, the accuracy of PA morphology and physiological parameters is hampered by motion artifacts during image acquisition. The aim of
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Mandviya, Hetal, Anjali Patil, Trupti Nanavare, and Sharmily Bhoite. "3D HCI: An Human Computer Interface System using 3D Leap Motion Camera." International Journal of Scientific Engineering and Research 5, no. 1 (2017): 40–42. https://doi.org/10.70729/ijser151161.

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22

Nagamoto, Yukitaka, Takahiro Ishii, Motoki Iwasaki, et al. "Three-dimensional motion of the uncovertebral joint during head rotation." Journal of Neurosurgery: Spine 17, no. 4 (2012): 327–33. http://dx.doi.org/10.3171/2012.6.spine111104.

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Object The uncovertebral joints are peculiar but clinically important anatomical structures of the cervical vertebrae. In the aged or degenerative cervical spine, osteophytes arising from an uncovertebral joint can cause cervical radiculopathy, often necessitating decompression surgery. Although these joints are believed to bear some relationship to head rotation, how the uncovertebral joints work during head rotation remains unclear. The purpose of this study is to elucidate 3D motion of the uncovertebral joints during head rotation. Methods Study participants were 10 healthy volunteers who u
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KÄMPKE, THOMAS. "AUTOMATIC GENERATION OF 3D RADAR DISPLAY VIEWS." International Journal of Image and Graphics 08, no. 04 (2008): 551–72. http://dx.doi.org/10.1142/s0219467808003234.

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Formal criteria for the algorithmic generation of viewing planes and viewing windows are presented as well as corresponding algorithms that apply to graphic snapshots of dynamic 3D scenes. These may stem from either artificial or real object motion. All viewing projections adhere to motion and position information and are intended to let a viewer grasp the essentials of the 3D motions just from 2D projections. All optical projections are parallel or perspective and transformations between viewing planes are affine. Views are understood as proposals that may be overruled by the user.
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24

CHOI, Hee-Jin. "Effect of 3D Motion Blur on 3D Nausea." Physics and High Technology 22, no. 7/8 (2013): 25. http://dx.doi.org/10.3938/phit.22.034.

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Zheng, Qian, Weikai Wu, Hanting Pan, Niloy Mitra, Daniel Cohen-Or, and Hui Huang. "Inferring object properties from human interaction and transferring them to new motions." Computational Visual Media 7, no. 3 (2021): 375–92. http://dx.doi.org/10.1007/s41095-021-0218-8.

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AbstractHumans regularly interact with their surrounding objects. Such interactions often result in strongly correlated motions between humans and the interacting objects. We thus ask: “Is it possible to infer object properties from skeletal motion alone, even without seeing the interacting object itself?” In this paper, we present a fine-grained action recognition method that learns to infer such latent object properties from human interaction motion alone. This inference allows us to disentangle the motion from the object property and transfer object properties to a given motion. We collecte
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Xiang, Jian. "A Novel Motion Retrieval Method Based on Revised Matching Algorithm and High Dimensional Index." Advanced Materials Research 468-471 (February 2012): 131–34. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.131.

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This paper proposes a method to speed up motion retrieval: matching algorithm improvement and motion high-dimensional index. The fast elimination algorithm is used to delete most of motions that are not similar with samplings. Then indexing of high-dimensional feature is done with 3D motion data structure. The experimental results show that our method outperforms the classical motion retrieval method both in speed and accuracy.
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Mischiati, M., and P. S. Krishnaprasad. "Mutual Motion Camouflage in 3D*." IFAC Proceedings Volumes 44, no. 1 (2011): 4483–88. http://dx.doi.org/10.3182/20110828-6-it-1002.02275.

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Kellnhofer, Petr, Piotr Didyk, Tobias Ritschel, Belen Masia, Karol Myszkowski, and Hans-Peter Seidel. "Motion parallax in stereo 3D." ACM Transactions on Graphics 35, no. 6 (2016): 1–12. http://dx.doi.org/10.1145/2980179.2980230.

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Jebara, T., A. Azarbayejani, and A. Pentland. "3D structure from 2D motion." IEEE Signal Processing Magazine 16, no. 3 (1999): 66–84. http://dx.doi.org/10.1109/79.768574.

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Daniilidis, Konstantinos. "Fixation Simplifies 3D Motion Estimation." Computer Vision and Image Understanding 68, no. 2 (1997): 158–69. http://dx.doi.org/10.1006/cviu.1997.0535.

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Agrawal, Dhruv, Jakob Buhmann, Dominik Borer, Robert W. Sumner, and Martin Guay. "SKEL-Betweener: a Neural Motion Rig for Interactive Motion Authoring." ACM Transactions on Graphics 43, no. 6 (2024): 1–11. http://dx.doi.org/10.1145/3687941.

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Authoring 3D motions is a laborious process that requires manipulating and coordinating many control handles over time. Neural motion representations learned from large motion datasets have recently shown impressive capabilities in many motion completion tasks. However, current methods are not designed for interactive motion authoring workflows. The reasons being their requirement of a dense context of full poses, which takes considerable time to author, as well as their lack of joint-level controls for refinement. In this paper, we introduce a Neural Motion Rig called SKEL-Betweener, tailored
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32

Zhang, Zonghua, and Nikolaus F. Troje. "3D Periodic Human Motion Reconstruction from 2D Motion Sequences." Neural Computation 19, no. 5 (2007): 1400–1421. http://dx.doi.org/10.1162/neco.2007.19.5.1400.

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We present and evaluate a method of reconstructing three-dimensional (3D) periodic human motion from two-dimensional (2D) motion sequences. Using Fourier decomposition, we construct a compact representation for periodic human motion. A low-dimensional linear motion model is learned from a training set of 3D Fourier representations by means of principal components analysis. Two-dimensional test data are projected onto this model with two approaches: least-square minimization and calculation of a maximum a posteriori probability using the Bayes' rule. We present two different experiments in whic
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Yekti, Bharoto. "Studi Efektivitas Praktik Modeling Dalam Produksi Asset Animasi Stop Motion Menggunakan 3D Printing." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (2016): 36–46. http://dx.doi.org/10.31937/ultimart.v7i2.384.

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Teknologi 3D printing sudah mulai banyak digunakan di industri animasi terutama animasi stop motion. Penggunaan 3D printer untuk animasi stop motion paling banyak digunakan pada teknik replacement animation. Perangkat lunak yang digunakan untuk membuat aset animasi stop motion tidak terbatas pada jenis perangkat lunak untuk animasi 3 Dimensi (3D) saja, Teknik 3D digital sculpting juga dapat digunakan untuk membentuk 3D model yang kemudian bisa diproses menjadi aset untuk animasi stop motion dengan 3D printer. Penelitian ini membandingkan pembuatan model 3Dimensi yang menggunakan metode polygon
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Xiang, Jian. "A Novel Retrieval Method Based on Semantic Motion." Advanced Materials Research 468-471 (February 2012): 103–6. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.103.

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With the widespread application of motion capture technology, three-dimensional(3D) motion data can be directly obtained. In this paper, a new 3D retrieval algorithm based on semantic motion is proposed. With semantic motion template and extracting key-frame, 3D human motion database can be processed effectively by retrieval. Experiment results show that our method can improve the accuracy of motion retrieval.
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35

Sato, Toshiaki, Robert W. Graves, and Paul G. Somerville. "Three-dimensional finite-difference simulations of long-period strong motions in the Tokyo metropolitan area during the 1990 Odawara earthquake (MJ 5.1) and the great 1923 Kanto earthquake (MS 8.2) in Japan." Bulletin of the Seismological Society of America 89, no. 3 (1999): 579–607. http://dx.doi.org/10.1785/bssa0890030579.

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Abstract Utilizing a crustal velocity model that includes the complexity of the irregular subsurface structure of the Kanto basin, we have performed three-dimensional (3D) finite-difference (FD) simulations of near-source long-period strong ground motions in the Tokyo metropolitan area for the 1990 Odawara (MJ 5.1) and the 1923 Kanto (MS 8.2) earthquakes. Constraints on the development of the 3D velocity model come from available geological and geophysical data, as well as our previous 1D waveform modeling results (Sato et al., 1998a). The simulation of the moderate-sized Odawara earthquake de
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LEE, CHAN-SU, and DIMITRIS SAMARAS. "ANALYSIS AND CONTROL OF FACIAL EXPRESSIONS USING DECOMPOSABLE NONLINEAR GENERATIVE MODELS." International Journal of Pattern Recognition and Artificial Intelligence 28, no. 05 (2014): 1456009. http://dx.doi.org/10.1142/s0218001414560096.

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Facial expressions convey personal characteristics and subtle emotional states. This paper presents a new framework for modeling subtle facial motions of different people with different types of expressions from high-resolution facial expression tracking data to synthesize new stylized subtle facial expressions. A conceptual facial motion manifold is used for a unified representation of facial motion dynamics from three-dimensional (3D) high-resolution facial motions as well as from two-dimensional (2D) low-resolution facial motions. Variant subtle facial motions in different people with diffe
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Du, Weinan, Jinghua Li, Fei Wu, Yanfeng Sun, and Yongli Hu. "Ordered Subspace Clustering for Complex Non-Rigid Motion by 3D Reconstruction." Applied Sciences 9, no. 8 (2019): 1559. http://dx.doi.org/10.3390/app9081559.

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As a fundamental and challenging problem, non-rigid structure-from-motion (NRSfM) has attracted a large amount of research interest. It is worth mentioning that NRSfM has been applied to dynamic scene understanding and motion segmentation. Especially, a motion segmentation approach combining NRSfM with the subspace representation has been proposed. However, the current subspace representation for non-rigid motions clustering do not take into account the inherent sequential property, which has been proved vital for sequential data clustering. Hence this paper proposes a novel framework to segme
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Li, Wanyi, Yuqi Zeng, Qian Zhang, Yilin Wu, and Guoming Chen. "Human Motion Capture Based on Incremental Dimension Reduction and Projection Position Optimization." Wireless Communications and Mobile Computing 2021 (April 28, 2021): 1–9. http://dx.doi.org/10.1155/2021/5589100.

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Three-dimensional (3D) human motion capture is a hot researching topic at present. The network becomes advanced nowadays, the appearance of 3D human motion is indispensable in the multimedia works, such as image, video, and game. 3D human motion plays an important role in the publication and expression of all kinds of medium. How to capture the 3D human motion is the key technology of multimedia product. Therefore, a new algorithm called incremental dimension reduction and projection position optimization (IDRPPO) is proposed in this paper. This algorithm can help to learn sparse 3D human moti
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Lages, M., and S. Heron. "Motion and disparity processing informs Bayesian 3D motion estimation." Proceedings of the National Academy of Sciences 105, no. 51 (2008): E117. http://dx.doi.org/10.1073/pnas.0809829105.

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Zagar, Martin, Ivica Klapan, Alan Mutka, and Zlatko Majhen. "Implementation Details for Controlling Contactless 3D Virtual Endoscopy." Applied Sciences 12, no. 11 (2022): 5757. http://dx.doi.org/10.3390/app12115757.

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In the medical world, with the innovative application of medical informatics, it is possible to enable many aspects of surgeries that were not able to be addressed before. One of these is contactless surgery planning and controlling the visualization of medical data. In our approach to contactless surgery, we adopted a new framework for hand and motion detection based on augmented reality. We developed a contactless interface for a surgeon to control the visualization options in our DICOM (Digital Imaging and Communications in Medicine) viewer platform that uses a stereo camera as a sensor dev
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Huang, Tianyu, Haoze Zhang, Yihan Zeng, et al. "DreamPhysics: Learning Physics-Based 3D Dynamics with Video Diffusion Priors." Proceedings of the AAAI Conference on Artificial Intelligence 39, no. 4 (2025): 3733–41. https://doi.org/10.1609/aaai.v39i4.32389.

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Dynamic 3D interaction has been attracting a lot of attention recently. However, creating such 4D content remains challenging. One solution is to animate 3D scenes with physics-based simulation, which requires manually assigning precise physical properties to the object or the simulated results would become unnatural. Another solution is to learn the deformation of 3D objects with the distillation of video generative models, which, however, tends to produce 3D videos with small and discontinuous motions due to the inappropriate extraction and application of physics priors. In this work, to com
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Pratama, Jimmy, and Frenky Frenky. "Perancangan dan Penerapan Motion Capture Pada Karakter 3D Dalam Video." JURNAL ILMIAH INFORMATIKA 10, no. 01 (2022): 35–43. http://dx.doi.org/10.33884/jif.v10i01.4613.

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Perancangan dan Penerapan Motion Capture pada Karakter 3D dalam Video. Motion Capture adalah teknologi yang dapat merekam pergerakan model manusia menjadi digital 2D atau 3D secara realistis. Di Indonesia sendiri, pengguna teknologi Motion Capture masih minim peminat, factor cost sangat mahal dan ketersediaan sistem Motion Capture terbatas. Seiring berjalannya waktu, ditemukan teknologi Mocap yang lebih sederhana dan mudah digunakan oleh masyarakat umum dengan menggunakan kamera Kinect, yang memungkinkan kita menghasilkan informasi kedalaman, tekstur, pengguna, dan kerangka. Metode penelitian
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Zhu, Wentao, Zhuoqian Yang, Ziang Di, Wayne Wu, Yizhou Wang, and Chen Change Loy. "MoCaNet: Motion Retargeting In-the-Wild via Canonicalization Networks." Proceedings of the AAAI Conference on Artificial Intelligence 36, no. 3 (2022): 3617–25. http://dx.doi.org/10.1609/aaai.v36i3.20274.

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We present a novel framework that brings the 3D motion retargeting task from controlled environments to in-the-wild scenarios. In particular, our method is capable of retargeting body motion from a character in a 2D monocular video to a 3D character without using any motion capture system or 3D reconstruction procedure. It is designed to leverage massive online videos for unsupervised training, needless of 3D annotations or motion-body pairing information. The proposed method is built upon two novel canonicalization operations, structure canonicalization and view canonicalization. Trained with
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Wang, Hongwei, Jie Gao, and Jingjing Liu. "Research and Implementation of the Sports Analysis System Based on 3D Image Technology." Wireless Communications and Mobile Computing 2021 (October 6, 2021): 1–11. http://dx.doi.org/10.1155/2021/4266417.

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On the basis of existing research, this paper analyzes the algorithms and technologies of 3D image-based sports models in depth and proposes a fusion depth map in view of some of the shortcomings of the current hot spot sports model methods based on 3D images. We use the 3D space to collect the depth image, remove the background from the depth map, recover the 3D motion model from it, and then build the 3D model database. In this paper, based on the characteristics of continuity in space and smoothness in time of a rigid body moving target, a reasonable rigid body target motion hypothesis is p
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Marchetto, Elisa, and Daniel Gallichan. "Analysis of the effect of motion on highly accelerated 3D FatNavs in 3D brain images acquired at 3T." PLOS ONE 19, no. 7 (2024): e0306078. http://dx.doi.org/10.1371/journal.pone.0306078.

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Purpose 3D FatNavs are rapid acquisitions of MRI fat-volumes within the head that can be used for retrospective motion correction for brain MRI. 3D FatNavs typically use very high acceleration factors and are reconstructed with the GRAPPA parallel imaging technique. However, the GRAPPA reconstruction is not expected to perform well on 3D FatNavs volumes in the presence of strong motion due to the mismatched calibration data acquired once at the start of the scan, leading to motion-parameter misestimation. This study aims to assess the accuracy and precision of 3D FatNav-derived motion-estimate
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Zeng, Ming, Hong Lin Ren, Qing Hao Meng, Chang Wei Chen, and Shu Gen Ma. "Motion Comparison Method Combining Segmented Multi-Joint Line Graphs with the SIFT Matching Technique." Applied Mechanics and Materials 599-601 (August 2014): 1566–70. http://dx.doi.org/10.4028/www.scientific.net/amm.599-601.1566.

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In this paper, an effective motion comparison method based on segmented multi-joint line graphs combined with the SIFT feature matching method is proposed. Firstly, the multi-joint 3D motion data are captured using the Kinect. Secondly, 3D motion data are normalized and distortion data are removed. Therefore, a 2D line graph can be obtained. Next, SIFT features of the 2D motion line graph are extracted. Finally, the line graphs are divided into several regions and then the comparison results can be calculated based on SIFT matching ratios between the tutor’s local line graph and the trainee’s
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Manandhar, Sandeep, Patrick Bouthemy, Erik Welf, Gaudenz Danuser, Philippe Roudot, and Charles Kervrann. "3D flow field estimation and assessment for live cell fluorescence microscopy." Bioinformatics 36, no. 5 (2019): 1317–25. http://dx.doi.org/10.1093/bioinformatics/btz780.

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Abstract Motivation The revolution in light sheet microscopy enables the concurrent observation of thousands of dynamic processes, from single molecules to cellular organelles, with high spatiotemporal resolution. However, challenges in the interpretation of multidimensional data requires the fully automatic measurement of those motions to link local processes to cellular functions. This includes the design and the implementation of image processing pipelines able to deal with diverse motion types, and 3D visualization tools adapted to the human visual system. Results Here, we describe a new m
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Kim, Jin-Kyum, Ye-Won Jang, Sol Lee, Eui-Seok Hwang, and Young-Ho Seo. "Temporal Estimation of Non-Rigid Dynamic Human Point Cloud Sequence Using 3D Skeleton-Based Deformation for Compression." Sensors 23, no. 16 (2023): 7163. http://dx.doi.org/10.3390/s23167163.

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This paper proposes an algorithm for transmitting and reconstructing the estimated point cloud by temporally estimating a dynamic point cloud sequence. When a non-rigid 3D point cloud sequence (PCS) is input, the sequence is divided into groups of point cloud frames (PCFs), and a key PCF is selected. The 3D skeleton is predicted through 3D pose estimation, and the motion of the skeleton is estimated by analyzing the joints and bones of the 3D skeleton. For the deformation of the non-rigid human PC, the 3D PC model is transformed into a mesh model, and the key PCF is rigged using the 3D skeleto
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Yekti, Bharoto. "Study of Laika’s Facial Expression Mechanism System for Stop-Motion Animation Puppet Through Knock-Down Strategies on Home-Scaled 3D Printer." New Trends and Issues Proceedings on Humanities and Social Sciences 4, no. 11 (2017): 185–93. http://dx.doi.org/10.18844/prosoc.v4i11.2873.

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The growth of 3D printing has been rapid over the decades. Laika is a United States-based animation production company, and the pioneer of 3D printing technology in stop-motion animation. Laika uses this technology in their production pipeline for making stop-motion puppets in most of their films, including their latest films, Kubo and the Two Strings (2016). Due to limited access and information of details of Laika’s facial expression, communities and fans of animation have tried to conduct experiments with their own 3D print, using footages of behind-the-screen processes from Laika studio. T
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Martínez Carrillo, Fabio, Fabián Castillo, and Lola Bautista. "3D+T dense motion trajectories as kinematics primitives to recognize gestures on depth video sequences." Revista Politécnica 15, no. 29 (2019): 82–94. http://dx.doi.org/10.33571/rpolitec.v15n29a7.

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RGB-D sensors have allowed attacking many classical problems in computer vision such as segmentation, scene representations and human interaction, among many others. Regarding motion characterization, typical RGB-D strategies are limited to namely analyze global shape changes and capture scene flow fields to describe local motions in depth sequences. Nevertheless, such strategies only recover motion information among a couple of frames, limiting the analysis of coherent large displacements along time. This work presents a novel strategy to compute 3D+t dense and long motion trajectories as fun
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