News Stories

From ‘Avatar’ Playbook, Athletes Use 3-D Imaging (story about motion capture with one 3D reference)

In the endless quest for athletic advantage, a handful of major league baseball teams are engaged in an elaborate, largely clandestine race to master an advanced imaging technology that some baseball officials think could influence the way athletes of all ages train, perform and recover from injuries.

The technology, which has also drawn strong interest from some professional and college football teams, is an unlikely hybrid. It combines the technology that captures the human gestures at the core of three-dimensional animations like “Avatar” with advanced sensors, biomechanics and orthopedic research on the most powerful and least damaging ways to hurl a ball, swing a bat or simply run like the wind.

At the Massachusetts General Hospital Sports Performance Center, Phil McCarthy, an amateur, threw a test pitch.

Essentially, the technique produces a full, three-dimensional representation on a computer that can be viewed from any direction, run forward and backward, and analyzed to calculate precise limb angles and accelerations, stresses on joints, ball speeds and the G-forces that produce them.

The technique, called motion capture, has become a recognized tool for helping athletes and nonathletes recover from injuries, said Chris Bregler, an associate professor of computer science and director of the Movement Lab at New York University.

“It’s just a matter of time before it goes into not just sports medicine but making a team better,” Dr. Bregler said.

With little public notice, motion capture technology has caught on in an increasing range of athletic endeavors. In one permutation, a company found a way to create the illusion that a football player was immersed in an EA Sports Madden-style video game. This allows an athlete to train against life-size animations whose movements are based on statistics of specific opponents. The real player — while wearing 3-D goggles — runs, jukes and throws as the EA Madden characters chase him.

Researchers have also used similar technology to create and transmit life-size images of dancers, allowing people in two locations, say New York and Los Angeles, to practice dancing together. A version of the technique called tele-immersion has also been used for a kind of “distance coaching,” in which a coach in one location can watch a team perform drills in three dimensions in another location. This has been particularly helpful to elite wheelchair-basketball teams, which find it difficult to travel.

Operating largely in secrecy, a few baseball teams have begun using the technology on a large scale with the hope of avoiding injuries, adjusting pitchers’ motions and batters’ swings and even helping players in slumps. At least three teams — the Boston Red Sox, the San Francisco Giants and the Milwaukee Brewers — are recording dozens of players, according to trainers, doctors, and technicians familiar with the work.

In football, the Green Bay Packers tested an early version of the system, according to officials with a company involved in developing the technology, and a motion capture laboratory was recently built on the campus of the New England Patriots in Foxborough, Mass.

The Foxborough program is part of the Massachusetts General Hospital Sports Performance Center, located in a large health clinic next to the Patriots’ stadium. The program, which also involves research at the Massachusetts Institute of Technology, is led by Dr. Eric Berkson, an orthopedic surgeon and team doctor for the Red Sox. He provided a glimpse of the system on the condition that he would not discuss his work for the Red Sox.

Inside the cavernous laboratory, Phil McCarthy, a lanky young amateur pitcher from Old Dominion University in Virginia who had been recruited for the demonstration, went methodically through his workout, throwing fastballs, changeups, curveballs and a dipping split-finger pitch. About 75 small white globes were stuck to his body as if he had contracted some alien disease. Above him was a ring of 20 high-speed cameras, each glowing an eerie scarlet, capturing images of the reflective globes with an infrared strobe.

The disembodied cloud of globes appeared on a large video screen, and then — flash! — a computer program connected the dots, and a sketchy but biomechanically exact twin of Mr. McCarthy appeared on screen. His windup and delivery had been captured in three dimensions, with enough detail to calculate the stress on his wrist and the angular velocity of his shoulders.

Although the Red Sox declined to discuss their use of the technology, a physician on the project, Jim Zachazewski, said: “They are a very data-driven team. This will help to take that to the next level.”

Some sports insiders predict that once the programs become more widely known, they could set off a technology race and give younger, technically savvy coaches a new edge over traditionalists.

Bill Schlough, the chief information officer for the San Francisco Giants, declined to let reporters see his team’s system or even confirm its location, but he said: “There are some coaches that see it as some sort of hocus-pocus. Are there going to be a lot of coaches like that left in 20 years? I doubt it.”

He added: “It’s not the holy grail. It’s another tool in our arsenal to improve performance.”

Trainers and team doctors are still grappling with how to use the overwhelming amount of information the analysis provides. But if an athlete is captured when healthy and performing with peak effectiveness, a second recording can effectively let the athlete “step inside” himself or herself after an injury or a slump, compare the two sequences and reveal in precise detail what has changed and how to focus rehabilitation.

By capturing dozens or even hundreds of players, teams hope to better understand mechanical problems — say, a pitching motion that puts too much stress on an elbow — and correct them before an injury occurs, said Jason Long, a biomedical engineer at the Medical College of Wisconsin Sports Medicine Center in Milwaukee, which operates a motion capture system that is used by the Brewers.

The Brewers’ pitching coach, Rick Peterson, said, “It’s getting an M.R.I. of a pitching delivery — you see everything that’s going on, how efficient the kinetic chain is.” Mr. Peterson is a co-founder of 3P Sports, a company that analyzes amateur pitchers’ motions through video.

Mr. Peterson said that at least three Brewers pitchers — Yovani Gallardo, Randy Wolf and John Axford — had made adjustments based on the motion capture system, and that “some other pitchers have had velocity increases in the minors, too.”

Perhaps the most tantalizing and hotly debated possibility is that the data will help trainers and coaches crack the code of a nearly perfect swing or the safest throwing motion and improve the performance of healthy players. But whatever the ultimate uses, the technology opens an analytic universe that is not available with standard video.

“They’re the automobile versus the bicycle,” said Glenn S. Fleisig, the director of research at the American Sports Medicine Institute in Birmingham, Ala., where much of the research that forms the basis for the new work has been done over the years. Experts in motion capture think that even with the latest initiatives, athletes are still only scratching the surface of the technology.

One of the most sophisticated applications is the system that enables football players to essentially practice against “a virtual defense,” said Rob Moore, the vice president and chief technology officer for EA Sports. “He’s getting the reps in without getting the physical punishment.”

A digital technology company called XOS produced at least two facilities, one at Marshall University in Huntington, W.Va., and another at the University of Arizona, although teams have found them cumbersome to use. XOS has terminated that program, focusing instead on a laptop-based trainer that has proved more popular, the company said.

All of these new possibilities have sparked questions on whether they could help college teams evade rules on how much athletes may train with coaches, although an N.C.A.A. spokesman indicated that no immediate concerns had been raised.

Peter Bajcsy, a research scientist at the University of Illinois and the National Center for Supercomputing Applications, said that whatever its other uses, the technology offered an unparalleled medium for capturing great athletic performances.

“If we don’t record Michael Jordan doing a slam dunk today, a hundred years from now, nobody will know how he moved,” Dr. Bajcsy said.

By JAMES GLANZ and ALAN SCHWARZ

Published: October 2, 2010

original post: http://www.nytimes.com/2010/10/03/sports/03reality.html

Also see http://3psports.com/3pn/ which offers motion capture analysis for individuals

Cine3D Stereographer app

If you are director, DOP, photographer, stereographer or student, the Cine3D team has released the App you expected.Stereographer provides a totally innovative feature: a real-time depth simulation. This tool allows you to see the consequences of your choices for the viewer. This is also a very efficient learning tool.

Stereographer is the most intuitive stereo3D calculator available for iPhone and iPod Touch. This App was designed by the Cine3D team after one year of research. A must have!

Cine3D Stereographer

Key Features:

  • Many cameras, 3D-Rigs and screen presets (customizable)
  • Suitable for Motion Picture and Stills work, Film or Electronic cameras
  • Different shooting modes available with detailed explanations
  • Real-time depth simulation (theatre, TV, laptop, IMAX, mobile phone…)
  • Real-time warnings about the consequences for the viewer (pleasant3D, painful3D,…)
  • Customizable target audience (adults, pre-school,…)
  • Binocular disparity threshold warning (diplopy)
  • On-screen offset in % or cm/in
  • Manual adjustment of the calculated values
  • Data base of the saved parameters / e-mail tool to send the elements for future use or post-production
  • Operates in imperial or metric
  • Customizable units
  • Easy-to-use interface
  • Night or day display mode
  • Help button on each page
  • Link on Cine3d website (glossary, theory, news,…)

original post: http://3dcinecast.blogspot.com/2010/09/cine3d-stereographer.html

for further info: http://www.cine3d.ch/cine3d/

< PREVIOUS ARTICLES NEXT ARTICLES >

Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

Oops, something went wrong.