交互式控制的化身动画与人类的运动数据

Jehee Lee, Jinxiang Chai, Paul S. A. Reitsma, J. Hodgins, N. Pollard
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引用次数: 1066

摘要

在计算机游戏和虚拟环境中,三维角色的实时控制是一个重要的问题。然而,角色动画和控制是困难的,因为必须提供大量的角色行为,并且用户必须能够从这些行为中进行选择,可能是使用低维输入设备。获得丰富的角色行为集的一个吸引人的方法是收集适合于应用程序的扩展的、未标记的运动数据序列。在本文中,我们证明了这样的运动数据库可以进行预处理,以提高行为的灵活性和高效的搜索,并用于实时的化身控制。通过识别运动段之间的合理过渡来创造灵活性,并通过聚类获得对结果图结构的有效搜索。本文演示了三种使用该数据结构来控制角色运动的界面技术:用户从一组可用的选择中进行选择,在环境中绘制路径,或者在摄像机前执行所需的动作。我们通过四种不同的应用程序展示了这种方法的灵活性,并将化身的运动与直接记录的人类运动进行了比较。
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Interactive control of avatars animated with human motion data
Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input device. One appealing approach to obtaining a rich set of avatar behaviors is to collect an extended, unlabeled sequence of motion data appropriate to the application. In this paper, we show that such a motion database can be preprocessed for flexibility in behavior and efficient search and exploited for real-time avatar control. Flexibility is created by identifying plausible transitions between motion segments, and efficient search through the resulting graph structure is obtained through clustering. Three interface techniques are demonstrated for controlling avatar motion using this data structure: the user selects from a set of available choices, sketches a path through an environment, or acts out a desired motion in front of a video camera. We demonstrate the flexibility of the approach through four different applications and compare the avatar motion to directly recorded human motion.
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Session details: 3D acquisition and image based rendering Session details: Geometry Session details: Soft things Session details: Lighting and appearance Session details: Images and video
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