Enhanced interactive gaming by blending full-body tracking and gesture animation

Amit Bleiweiss, Dagan Eshar, Gershom Kutliroff, Alon Lerner, Yinon Oshrat, Yaron Yanai
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引用次数: 73

Abstract

Animating in-game avatars using real time motion capture data is highly appealing and is becoming more widespread due to the accessibility of researchers and developers to consumer priced depth sensors [Microsoft Kinect 2010]. Depth sensors allow for a cheap and robust motion capture solution which can be naturally adapted to games. However, in spite of the many advantages of using real-time motion capture data for animating avatars in games, there are two major challenges. The first is due to the limitations of the current tracking techniques in producing smooth, noise free, accurate animation in real-time. The second, and more acute problem, stems from the fact that in most games, the movements of the animated avatar are expected to be more expressive than the player's actual movements. In such cases, one would like to visually enhance the player's motion to display exaggerated or even super-natural motions.
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通过混合全身跟踪和手势动画增强互动游戏
使用实时动作捕捉数据来制作游戏中的角色动画非常有吸引力,并且由于研究人员和开发人员对消费者定价的深度传感器的可访问性而变得越来越普遍[微软Kinect 2010]。深度传感器提供了一种廉价而强大的动作捕捉解决方案,可以自然地适应游戏。然而,尽管在游戏中使用实时动作捕捉数据制作角色动画有许多优点,但仍存在两个主要挑战。首先是由于目前的跟踪技术在产生平滑、无噪声、准确的实时动画方面的局限性。第二个更严重的问题是,在大多数游戏中,动画角色的动作比玩家的实际动作更具表现力。在这种情况下,我们希望在视觉上强化玩家的动作,以显示夸张甚至超自然的动作。
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