使用Kinect传感器实时动作捕捉与基于物理的角色进行交互

Italo N. S. Pessoa, Pedro Henrique A. Q. de Sousa, Rubens Fernandes Nunes
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引用次数: 2

摘要

动画角色的使用是游戏和模拟器成功的主要因素之一。能够对周围环境做出反应的角色能够为用户提供更强的沉浸感。提高用户沉浸感的另一种方法是提供对角色的更大控制。在这项工作中,我们根据用户的特征创建了一个物理模拟角色。因此,在模拟中使用的字符变得独特,具有它们的优点和物理局限性。我们使用Kinect传感器来捕捉用户的动作,以及物理模拟库Open Dynamics Engine,负责创建组成角色的身体,并考虑通过PD(比例导数)控制器计算必要的扭矩和力。一旦创建了角色,它就会被插入到一个交互式场景中,这个场景之前被配置为分析用户的交互。
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Interacting with Physically-Based Character Using Real-Time Motion Capture with Kinect Sensor
The use of animated characters is one of themain factors of success for games and simulators. Characters that react to the environment around them provide greater immersion to the user. Another way to improve the user's immersion is providing greater control over the character. Inthis work, we create a physically simulated character based onthe characteristics of the user. Thus, the character used in the simulation becomes unique, with their advantages and physical limitations. We use a Kinect Sensor in order to capture theuser's motion, along with the physical simulation library Open Dynamics Engine, responsible for creating the bodies thatcompose the character and considering the necessary torques and forces, calculated through PD (Proportional-Derivative) controllers. Once created the character, it is inserted into aninteractive scenario, previously configured to analyse user's interaction.
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