14,522 research outputs found
Motion capture based motion analysis and motion synthesis for human-like character animation.
Motion capture technology is recognised as a standard tool in the computer animation pipeline. It provides detailed movement for animators; however, it also introduces problems and brings concerns for creating realistic and
convincing motion for character animation. In this thesis, the post-processing techniques are investigated that result in realistic motion generation. Anumber of techniques are introduced that are able to improve the quality of generated motion from motion capture data, especially when integrating motion transitions from different motion clips.
The presented motion data reconstruction technique is able to build convincing realistic transitions from existing motion database, and overcome the inconsistencies introduced by traditional motion blending techniques. It also provides a method for animators to re-use motion data
more efficiently. Along with the development of motion data transition reconstruction, the motion capture data mapping technique was investigated for skeletal movement estimation. The per-frame based method provides animators with a real-time and accurate solution for a key post-processing technique. Although motion capture systems capture physically-based motion for character animation, no physical information is included in the motion capture data file. Using the knowledge of biomechanics and robotics, the
relevant information for the captured performer are able to be abstracted and a mathematical-physical model are able to be constructed; such information is then applied for physics-based motion data correction whenever the motion data is edited
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
Human motion modeling and simulation by anatomical approach
To instantly generate desired infinite realistic human motion is still a great challenge in virtual human simulation. In this paper, the novel emotion effected motion classification and anatomical motion classification are presented, as well as motion capture and parameterization methods. The framework for a novel anatomical approach to model human motion in a HTR (Hierarchical Translations and Rotations) file format is also described. This novel anatomical approach in human motion modelling has the potential to generate desired infinite human motion from a compact motion database. An architecture for the real-time generation of new motions is also propose
A Mimetic Strategy to Engage Voluntary Physical Activity In Interactive Entertainment
We describe the design and implementation of a vision based interactive
entertainment system that makes use of both involuntary and voluntary control
paradigms. Unintentional input to the system from a potential viewer is used to
drive attention-getting output and encourage the transition to voluntary
interactive behaviour. The iMime system consists of a character animation
engine based on the interaction metaphor of a mime performer that simulates
non-verbal communication strategies, without spoken dialogue, to capture and
hold the attention of a viewer. The system was developed in the context of a
project studying care of dementia sufferers. Care for a dementia sufferer can
place unreasonable demands on the time and attentional resources of their
caregivers or family members. Our study contributes to the eventual development
of a system aimed at providing relief to dementia caregivers, while at the same
time serving as a source of pleasant interactive entertainment for viewers. The
work reported here is also aimed at a more general study of the design of
interactive entertainment systems involving a mixture of voluntary and
involuntary control.Comment: 6 pages, 7 figures, ECAG08 worksho
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