3,368 research outputs found
Real Time Animation of Virtual Humans: A Trade-off Between Naturalness and Control
Virtual humans are employed in many interactive applications using 3D virtual environments, including (serious) games. The motion of such virtual humans should look realistic (or ‘natural’) and allow interaction with the surroundings and other (virtual) humans. Current animation techniques differ in the trade-off they offer between motion naturalness and the control that can be exerted over the motion. We show mechanisms to parametrize, combine (on different body parts) and concatenate motions generated by different animation techniques. We discuss several aspects of motion naturalness and show how it can be evaluated. We conclude by showing the promise of combinations of different animation paradigms to enhance both naturalness and control
Automated Technique for Real-Time Production of Lifelike Animations of American Sign Language
Generating sentences from a library of signs implemented through a sparse set of key frames derived from the segmental structure of a phonetic model of ASL has the advantage of flexibility and efficiency, but lacks the lifelike detail of motion capture. These difficulties are compounded when faced with real-time generation and display. This paper describes a technique for automatically adding realism without the expense of manually animating the requisite detail. The new technique layers transparently over and modifies the primary motions dictated by the segmental model, and does so with very little computational cost, enabling real-time production and display. The paper also discusses avatar optimizations that can lower the rendering overhead in real-time displays
Pose-Timeline for Propagating Motion Edits
Motion editing often requires repetitive operations for modifying similar action units to give a similar effector impression. This paper proposes a system for efficiently and flexibly editing the sequence of iterative actionsby a few intuitive operations. Our system visualizes a motion sequence on a summary timeline with editablepose-icons, and drag-and-drop operations on the timeline enable intuitive controls of temporal properties of themotion such as timing, duration, and coordination. This graphical interface is also suited to transfer kinematicaland temporal features between two motions through simple interactions with a quick preview of the resultingposes. Our method also integrates the concept of edit propagation by which the manual modification of one actionunit is automatically transferred to the other units that are robustly detected by similarity search technique. Wedemonstrate the efficiency of our pose-timeline interface with a propagation mechanism for the timing adjustmentof mutual actions and for motion synchronization with a music sequence
Footstep parameterized motion blending using barycentric coordinates
This paper presents a real-time animation system for fully embodied virtual humans that satisfies accurate foot placement constraints for different human walking and running styles. Our method offers a fine balance between motion fidelity and character control, and can efficiently animate over sixty agents in real time (25 FPS) and over a hundred characters at 13 FPS. Given a point cloud of reachable support foot configurations extracted from the set of available animation clips, we compute the Delaunay triangulation. At runtime, the triangulation is queried to obtain the simplex containing the next footstep, which is used to compute the barycentric blending weights of the animation clips. Our method synthesizes animations to accurately follow footsteps, and a simple IK solver adjusts small offsets, foot orientation, and handles uneven terrain. To incorporate root velocity fidelity, the method is further extended to include the parametric space of root movement and combine it with footstep based interpolation. The presented method is evaluated on a variety of test cases and error measurements are calculated to offer a quantitative analysis of the results achieved.Peer ReviewedPostprint (author’s final draft
A survey on human performance capture and animation
With the rapid development of computing technology, three-dimensional (3D) human body
models and their dynamic motions are widely used in the digital entertainment industry. Human perfor-
mance mainly involves human body shapes and motions. Key research problems include how to capture
and analyze static geometric appearance and dynamic movement of human bodies, and how to simulate
human body motions with physical e�ects. In this survey, according to main research directions of human body performance capture and animation, we summarize recent advances in key research topics, namely
human body surface reconstruction, motion capture and synthesis, as well as physics-based motion sim-
ulation, and further discuss future research problems and directions. We hope this will be helpful for
readers to have a comprehensive understanding of human performance capture and animatio
- …