Magnetoquasistatic Tracking of an American Football: A Goal Line Measurement
An American football is tracked using a long-range magnetoquasistatic position and orientation measurement system.
An Active Position Sensing Tag for Sports Visualization in American Football
In this work, we introduce a magnetoquasistatic tag developed for tracking an American football during game-play.
Modeling and Animating Eye Blinks
In this paper, we investigate the subtleties of the spatial and temporal aspects of eye blinks.
3D Reconstruction of a Moving Point from a Series of 2D Projections
This paper presents a linear solution for reconstructing the 3D trajectory of a moving point from its correspondence in a collection of 2D perspective images, given the 3D spatial pose and time of capture of the cameras that produced each image.
Lumitrack: High Speed, High Precision, Low-Cost Tracking with Projected m-Sequences
We present Lumitrack, a novel motion tracking technology that uses projected structured patterns and linear optical sensors.
Mining Sea Turtle Nests: An Amplitude Independent Feature Extraction Method for GPR Data
We use a Ground Penetrating Radar (GPR) to localize eggs of sea turtles laid in sand. GPR technology has been developed to detect subsurface structures, and successfully applied in archeology, civil engineering, and demining.
Expressing Animated Performances through Puppeteering
In this paper, we present a puppeteering interface for creating blocked-in motion for characters and various simulation effects more quickly than is possible in a keyframing interface.
Motion Capture from Body-Mounted Cameras
In this paper, we present the theory and practice of using body-mounted cameras to reconstruct the motion of a subject.
Augmenting Hand Animation with Three-Dimensional Secondary Motion
In this paper, we present a technique for augmenting hand-drawn animation of human characters with 3D physical effects to create secondary motion.
Leveraging the Talent of Hand Animators to Create Three-Dimensional Animation
In this work, we propose a method to leverage the talent of traditionally trained hand animators to create three-dimensional animation of human motion, while allowing them to work in the medium that is familiar to them.
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