Zhipeng Hu, Jilin Tang, Lincheng Li, Jie Hou, Haoran Xin, Xin Yu, Jiajun Bu
{"title":"MarkerNet:利用原始标记进行运动捕捉解算的分而治之解决方案","authors":"Zhipeng Hu, Jilin Tang, Lincheng Li, Jie Hou, Haoran Xin, Xin Yu, Jiajun Bu","doi":"10.1002/cav.2228","DOIUrl":null,"url":null,"abstract":"<p>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 <i>MarkerNet</i>, 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.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"35 1","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2024-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"MarkerNet: A divide-and-conquer solution to motion capture solving from raw markers\",\"authors\":\"Zhipeng Hu, Jilin Tang, Lincheng Li, Jie Hou, Haoran Xin, Xin Yu, Jiajun Bu\",\"doi\":\"10.1002/cav.2228\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p>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 <i>MarkerNet</i>, 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.</p>\",\"PeriodicalId\":50645,\"journal\":{\"name\":\"Computer Animation and Virtual Worlds\",\"volume\":\"35 1\",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2024-01-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computer Animation and Virtual Worlds\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://onlinelibrary.wiley.com/doi/10.1002/cav.2228\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computer Animation and Virtual Worlds","FirstCategoryId":"94","ListUrlMain":"https://onlinelibrary.wiley.com/doi/10.1002/cav.2228","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
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.
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.