来自注解的动作合成

Okan Arikan, D. Forsyth, J. F. O'Brien
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引用次数: 463

摘要

本文描述了一个框架,允许用户合成人体运动,同时保留其定性特性的控制。用户可以根据用户自由选择的词汇表绘制带有注释的时间轴,比如步行、跑步或跳跃。然后,系统从运动数据库中组装帧,以便最终的运动在指定的时间执行指定的动作。运动也可以在特定的时间通过特定的结构,并达到特定的位置和方向。注释可以是正面的(例如,必须运行),也可以是负面的(例如,不能向后运行),或者是不在意的。该系统采用了一种新颖的基于多尺度动态规划的搜索方法,有效地实现了求解的交互式。我们的结果表明,该方法可以产生光滑,自然的运动。可以选择适合应用程序的注释词汇表,并允许指定复合动作(例如,同时跑和跳)。这个过程需要一组用所选词汇表注释过的运动数据。本文还描述了一个有效的工具,基于重复使用的支持向量机,允许用户快速,轻松地注释大量的运动,以便它们可以与合成算法一起使用。
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Motion synthesis from annotations
This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline with annotations --- like walk, run or jump --- from a vocabulary which is freely chosen by the user. The system then assembles frames from a motion database so that the final motion performs the specified actions at specified times. The motion can also be forced to pass through particular configurations at particular times, and to go to a particular position and orientation. Annotations can be painted positively (for example, must run), negatively (for example, may not run backwards) or as a don't-care. The system uses a novel search method, based around dynamic programming at several scales, to obtain a solution efficiently so that authoring is interactive. Our results demonstrate that the method can generate smooth, natural-looking motion.The annotation vocabulary can be chosen to fit the application, and allows specification of composite motions (run and jump simultaneously, for example). The process requires a collection of motion data that has been annotated with the chosen vocabulary. This paper also describes an effective tool, based around repeated use of support vector machines, that allows a user to annotate a large collection of motions quickly and easily so that they may be used with the synthesis algorithm.
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Session details: Modeling and simplification Session details: Points Session details: Shadows Session details: Character animation Session details: Design and depiction
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