Motion capture

Motion capture of two pianists' right hands playing the same piece (slow-motion, no-sounds)[1]
Two repetitions of a walking sequence recorded using motion capture[2]

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[3] and robots.[4]

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.[5][6][7] When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.[8] In many fields, motion capture is sometimes called motion tracking, but in filmmaking and games, motion tracking usually refers more to match moving.

In motion capture sessions, movements of one or more actors are sampled many times per second. Whereas early techniques used images from multiple cameras to calculate 3D positions,[9] often the purpose of motion capture is to record only the movements of the actor, not their visual appearance. This animation data is mapped to a 3D model so that the model performs the same actions as the actor. This process may be contrasted with the older technique of rotoscoping.

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. At the same time, the motion capture system can capture the camera and props as well as the actor's performance. This allows the computer-generated characters, 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. Retroactively obtaining camera movement data from the captured footage is known as match moving or camera tracking.

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.

  1. ^ Goebl, Werner; Palmer, Caroline (2013). Balasubramaniam, Ramesh (ed.). "Temporal Control and Hand Movement Efficiency in Skilled Music Performance". PLOS ONE. 8 (1): e50901. Bibcode:2013PLoSO...850901G. doi:10.1371/journal.pone.0050901. PMC 3536780. PMID 23300946.
  2. ^ Olsen, Niels Lundtorp; Markussen, Bo; Raket, Lars Lau (2018). "Simultaneous inference for misaligned multivariate functional data". Journal of the Royal Statistical Society, Series C. 67 (5): 1147–76. arXiv:1606.03295. doi:10.1111/rssc.12276. S2CID 88515233.
  3. ^ Noonan, David P.; Mountney, Peter; Elson, Daniel S.; Darzi, Ara; Yang, Guang-Zhong (May 2009). "A stereoscopic fibroscope for camera motion and 3D depth recovery during Minimally Invasive Surgery". 2009 IEEE International Conference on Robotics and Automation. pp. 4463–4468. doi:10.1109/ROBOT.2009.5152698. ISBN 978-1-4244-2788-8.
  4. ^ Yamane, Katsu; Hodgins, Jessica (October 2009). "Simultaneous tracking and balancing of humanoid robots for imitating human motion capture data". 2009 IEEE/RSJ International Conference on Intelligent Robots and Systems. pp. 2510–2517. doi:10.1109/IROS.2009.5354750. ISBN 978-1-4244-3803-7. S2CID 18042804.
  5. ^ Gatt, Joe (2013-09-13). "Motion Capture Actors: Body Movement Tells the Story". NYCastings - DirectSubmit. Archived from the original on 2025-03-22. Retrieved 2025-06-14.
  6. ^ Salomon, Andrew Harris (2013-02-22). "Growth In Performance Capture Helping Gaming Actors Weather Slump". www.backstage.com. Retrieved 2025-06-14.
  7. ^ Child, Ben (2011-08-12). "Andy Serkis: why won't Oscars go ape over motion-capture acting?". The Guardian. ISSN 0261-3077. Retrieved 2025-06-14.
  8. ^ Hart, Hugh (2012-01-24). "When Will a Motion-Capture Actor Win an Oscar?". Wired. ISSN 1059-1028. Retrieved 2025-06-14.
  9. ^ Cheung, German K.M.; Kanade, Takeo; Bouguet, Jean-Yves; Holler, Mark (2000). "A real time system for robust 3D voxel reconstruction of human motions" (PDF). Proceedings IEEE Conference on Computer Vision and Pattern Recognition. CVPR 2000 (Cat. No.PR00662). Vol. 2. IEEE Comput. Soc. pp. 714–720. doi:10.1109/CVPR.2000.854944. ISBN 978-0-7695-0662-3.

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