17 research outputs found

    Motion constraint

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    In this paper, we propose a hybrid postural control approach taking advantage of data-driven and goal-oriented methods while overcoming their limitations. In particular, we take advantage of the latent space characterizing a given motion database. We introduce a motion constraint operating in the latent space to benefit from its much smaller dimension compared to the joint space. This allows its transparent integration into a Prioritized Inverse Kinematics framework. If its priority is high the constraint may restrict the solution to lie within the motion database space. We are more interested in the alternate case of an intermediate priority level that channels the postural control through a spatiotemporal pattern representative of the motion database while achieving a broader range of goals. We illustrate this concept with a sparse database of large range full-body reach motion

    Multilinear motion synthesis with level-of-detail controls

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    Interactive animation systems often use a level-of-detail(LOD) control to reduce the computational cost by eliminatingunperceivable details of the scene. Most methodsemploy a multiresolutional representation of animationand geometrical data, and adaptively change the accuracylevel according to the importance of each character.Multilinear analysis provides the efficient representation ofmultidimensional and multimodal data, including humanmotion data, based on statistical data correlations. Thispaper proposes a LOD control method of motion synthesiswith a multilinear model. Our method first extracts asmall number of principal components of motion samplesby analyzing three-mode correlations among joints, time,and samples using high-order singular value decomposition.A new motion is synthesized by interpolatingthe reduced components using geostatistics, where theprediction accuracy of the resulting motion is controlledby adaptively decreasing the data dimensionality. Weintroduce a hybrid algorithm to optimize the reductionsize and computational time according to the distancefrom the camera while maintaining visual quality. Ourmethod provides a practical tool for creating an interactiveanimation of many characters while ensuring accurate andflexible controls at a modest level of computational cost

    Evaluating motion graphs for character navigation

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