MarkerNet:利用原始标记进行运动捕捉解算的分而治之解决方案

IF 0.9 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Computer Animation and Virtual Worlds Pub Date : 2024-01-15 DOI:10.1002/cav.2228
Zhipeng Hu, Jilin Tang, Lincheng Li, Jie Hou, Haoran Xin, Xin Yu, Jiajun Bu
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引用次数: 0

摘要

基于标记的光学动作捕捉(MoCap)旨在根据输入的原始标记序列定位三维人体动作。它被广泛用于制作角色扮演游戏、格斗游戏和动作冒险游戏等各种游戏中虚拟角色的物理动作。然而,传统的 MoCap 清理和解算过程极其耗费人力和时间,通常也是游戏动画制作中成本最高的部分。因此,游戏行业亟需自动化算法来取代昂贵的人工操作,实现精确的 MoCap 清理和解算。在本文中,我们设计了一种基于分而治之法的 MoCap 解算网络(称为 MarkerNet),可有效地从连续的原始标记中估计人体骨骼的运动。简而言之,我们的主要思路是将从所有标记直接求解全局运动的任务分解为首先从相应的标记子集对局部的子运动进行建模,然后将子运动汇总为全局运动。通过这种方式,我们的模型可以有效捕捉不同标记子集的局部运动模式,从而得出比现有方法更精确的结果。在真实数据和合成数据上进行的大量实验验证了所提方法的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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MarkerNet: A divide-and-conquer solution to motion capture solving from raw markers

Marker-based optical motion capture (MoCap) aims to localize 3D human motions from a sequence of input raw markers. It is widely used to produce physical movements for virtual characters in various games such as the role-playing game, the fighting game, and the action-adventure game. However, the conventional MoCap cleaning and solving process is extremely labor-intensive, time-consuming, and usually the most costly part of game animation production. Thus, there is a high demand for automated algorithms to replace costly manual operations and achieve accurate MoCap cleaning and solving in the game industry. In this article, we design a divide-and-conquer-based MoCap solving network, dubbed MarkerNet, to estimate human skeleton motions from sequential raw markers effectively. In a nutshell, our key idea is to decompose the task of direct solving of global motion from all markers into first modeling sub-motions of local parts from the corresponding marker subsets and then aggregating sub-motions into a global one. In this manner, our model can effectively capture local motion patterns w.r.t. different marker subsets, thus producing more accurate results compared to the existing methods. Extensive experiments on both real and synthetic data verify the effectiveness of the proposed method.

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来源期刊
Computer Animation and Virtual Worlds
Computer Animation and Virtual Worlds 工程技术-计算机:软件工程
CiteScore
2.20
自引率
0.00%
发文量
90
审稿时长
6-12 weeks
期刊介绍: With the advent of very powerful PCs and high-end graphics cards, there has been an incredible development in Virtual Worlds, real-time computer animation and simulation, games. But at the same time, new and cheaper Virtual Reality devices have appeared allowing an interaction with these real-time Virtual Worlds and even with real worlds through Augmented Reality. Three-dimensional characters, especially Virtual Humans are now of an exceptional quality, which allows to use them in the movie industry. But this is only a beginning, as with the development of Artificial Intelligence and Agent technology, these characters will become more and more autonomous and even intelligent. They will inhabit the Virtual Worlds in a Virtual Life together with animals and plants.
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