{"id":{"repo_id":"mit","oai_identifier":"oai:dspace.mit.edu:1721.1/76176"},"canonical_url":"https://search.dev.ndltd.org/etd/mit/oai:dspace.mit.edu:1721.1/76176","repository":{"repo_id":"mit","name":"MIT","base_url":"https://dspace.mit.edu/oai/request"},"display":{"title":"Graphical marionette : a modern-day Pinocchio","abstract":"Representing the form and movement of human beings naturally, expressively, and computationally is a challenging endeavor. While the skeletal framework can be conveniently described, conventional modeling techniques are generally inadequate for rendering the flexible and irregular surface features of the body. Detail that is sacrificed in articulating the geometry of a life-like character can be compensated for by realistically depicting the character's motion. It is theorized that the most effective method of capturing the subtle dynamics of human motion is to track that motion directly. With the goal of complete body-tracking in view, a prototype system for designing \"graphical marionettes\" animated by diverse inputs has been developed. The evolution of body modeling as both an artistic and scientific concern are reviewed as precedents to current modeling systems. The development of data structures, animation programs, and some singular rendering techniques are discussed within the context of the project. several difficulties in handling missing or occluded motion data are presented. Some interesting animation scenarios are envisioned as future applications of the system. Improvements to the present version - are suggested in the concluding chapter.","abstract_html":"Representing the form and movement of human beings naturally, expressively, and computationally is a challenging endeavor. While the skeletal framework can be conveniently described, conventional modeling techniques are generally inadequate for rendering the flexible and irregular surface features of the body. Detail that is sacrificed in articulating the geometry of a life-like character can be compensated for by realistically depicting the character&#x27;s motion. It is theorized that the most effective method of capturing the subtle dynamics of human motion is to track that motion directly. With the goal of complete body-tracking in view, a prototype system for designing &quot;graphical marionettes&quot; animated by diverse inputs has been developed. The evolution of body modeling as both an artistic and scientific concern are reviewed as precedents to current modeling systems. The development of data structures, animation programs, and some singular rendering techniques are discussed within the context of the project. several difficulties in handling missing or occluded motion data are presented. Some interesting animation scenarios are envisioned as future applications of the system. Improvements to the present version - are suggested in the concluding chapter.","abstract_has_math":false,"creators":["Maxwell, Delle Rae"],"institution":"Massachusetts Institute of Technology","degree_name":null,"degree_level":null,"degree_discipline":null,"degree_department":"Massachusetts Institute of Technology. Dept. of Architecture.","school":null,"contributors":[],"advisors":["Kenneth R. Sloan, Jr."],"committee_chairs":[],"committee_members":[],"year":1983,"date_issued":"1983","date_published":"1983","updated_at":"2026-07-22T22:21:15Z","subjects":["Architecture."],"languages":["eng"],"rights":["M.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission."],"rights_urls":["http://dspace.mit.edu/handle/1721.1/7582"],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/1721.1/76176","outbound_label":"Handle","outbound_source":"dc:identifier.uri"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor.advisor","label":"Advisor","values":["Kenneth R. Sloan, Jr."]},{"key":"dc:contributor.department","label":"Department","values":["Massachusetts Institute of Technology. Dept. of Architecture."]},{"key":"dc:contributor.other","label":"Dc Contributor Other","values":["Massachusetts Institute of Technology. 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While the skeletal framework can be conveniently described, conventional modeling techniques are generally inadequate for rendering the flexible and irregular surface features of the body. Detail that is sacrificed in articulating the geometry of a life-like character can be compensated for by realistically depicting the character's motion. It is theorized that the most effective method of capturing the subtle dynamics of human motion is to track that motion directly. With the goal of complete body-tracking in view, a prototype system for designing \"graphical marionettes\" animated by diverse inputs has been developed. The evolution of body modeling as both an artistic and scientific concern are reviewed as precedents to current modeling systems. The development of data structures, animation programs, and some singular rendering techniques are discussed within the context of the project. several difficulties in handling missing or occluded motion data are presented. 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