2,820 research outputs found

    An Animation Framework for Continuous Interaction with Reactive Virtual Humans

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    We present a complete framework for animation of Reactive Virtual Humans that offers a mixed animation paradigm: control of different body parts switches between keyframe animation, procedural animation and physical simulation, depending on the requirements of the moment. This framework implements novel techniques to support real-time continuous interaction. It is demonstrated on our interactive Virtual Conductor

    Real-time reach planning for animated characters using hardware acceleration

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    We present a heuristic-based real-time reach planning algorithm for virtual human figures. Given the start and goal positions in a 3D workspace, our problem is to compute a collision-free path that specifies all the configurations for a human arm to move from the start to the goal. Our algorithm consists of three modules: spatial search, inverse kinematics, and collision detection. For the search module, instead of searching in joint configuration space like most existing motion planning methods do, we run a direct search in the workspace, guided by a heuristic distance-to-goal evaluation function. The inverse kinematics module attempts to select natural posture configurations for the arm along the path found in the workspace. During the search, candidate configurations will be checked for collisions taking advantage of the graphics hardware – depth buffer. The algorithm is fast and easy to implement. It allows real-time planning not only in static, structured environments, but also in dynamic, unstructured environments. No preprocessing and prior knowledge about the environment is required. Several examples are shown illustrating the competence of the planner at generating motion plans for a typical human arm model with seven degrees of freedom

    Animating Virtual Human for Virtual Batik Modeling

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    This research paper describes a development of animating virtual human for virtual batik modeling project. The objectives of this project are to animate the virtual human, to map the cloth with the virtual human body, to present the batik cloth, and to evaluate the application in terms of realism of virtual human look, realism of virtual human movement, realism of 3D scene, application suitability, application usability, fashion suitability and user acceptance. The final goal is to accomplish an animated virtual human for virtual batik modeling. There are 3 essential phases which research and analysis (data collection of modeling and animating technique), development (model and animate virtual human, map cloth to body and add a music) and evaluation (evaluation of realism of virtual human look, realism of virtual human movement, realism of props, application suitability, application usability, fashion suitability and user acceptance). The result for application usability is the highest percentage which 90%. Result show that this application is useful to the people. In conclusion, this project has met the objective, which the realism is achieved by used a suitable technique for modeling and animating

    Animation fidelity in self-avatars: impact on user performance and sense of agency

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    The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of Embodiment, and in particular the Sense of Agency, depends on the extent to which the avatar's movements mimic the user's movements. However, few works study such effect for tasks requiring a precise interaction with the environment, i.e., tasks that require accurate manipulation, precise foot stepping, or correct body poses. In these cases, users are likely to notice inconsistencies between their self-avatars and their actual pose. In this paper, we study the impact of the animation fidelity of the user avatar on a variety of tasks that focus on arm movement, leg movement and body posture. We compare three different animation techniques: two of them using Inverse Kinematics to reconstruct the pose from sparse input (6 trackers), and a third one using a professional motion capture system with 17 inertial sensors. We evaluate these animation techniques both quantitatively (completion time, unintentional collisions, pose accuracy) and qualitatively (Sense of Embodiment). Our results show that the animation quality affects the Sense of Embodiment. Inertial-based MoCap performs significantly better in mimicking body poses. Surprisingly, IK-based solutions using fewer sensors outperformed MoCap in tasks requiring accurate positioning, which we attribute to the higher latency and the positional drift that causes errors at the end-effectors, which are more noticeable in contact areas such as the feet.This project has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska-Curie grant agreement No. 860768 (CLIPE project) and from MCIN/AEI/10.13039/501100011033/FEDER, UE (PID2021-122136OB-C21). Jose Luis Ponton was also funded by the Spanish Ministry of Universities (FPU21/01927).Peer ReviewedPostprint (author's final draft

    Animation Fidelity in Self-Avatars: Impact on User Performance and Sense of Agency

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    The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown that the Sense of Embodiment, and in particular the Sense of Agency, depends on the extent to which the avatar's movements mimic the user's movements. However, few works study such effect for tasks requiring a precise interaction with the environment, i.e., tasks that require accurate manipulation, precise foot stepping, or correct body poses. In these cases, users are likely to notice inconsistencies between their self-avatars and their actual pose. In this paper, we study the impact of the animation fidelity of the user avatar on a variety of tasks that focus on arm movement, leg movement and body posture. We compare three different animation techniques: two of them using Inverse Kinematics to reconstruct the pose from sparse input (6 trackers), and a third one using a professional motion capture system with 17 inertial sensors. We evaluate these animation techniques both quantitatively (completion time, unintentional collisions, pose accuracy) and qualitatively (Sense of Embodiment). Our results show that the animation quality affects the Sense of Embodiment. Inertial-based MoCap performs significantly better in mimicking body poses. Surprisingly, IK-based solutions using fewer sensors outperformed MoCap in tasks requiring accurate positioning, which we attribute to the higher latency and the positional drift that causes errors at the end-effectors, which are more noticeable in contact areas such as the feet.Comment: Accepted in IEEE VR 202

    Populating 3D Cities: a True Challenge

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    In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes andimpostors. Techniques to introduce variety in crowds including colors, shapes, textures, individualanimation, individualized path-planning, simple and complex accessories are explained. We also present ahybrid architecture to handle the path planning of thousands of pedestrians in real time, while ensuringdynamic collision avoidance. Several behavioral aspects are presented as gaze control, group behaviour, aswell as the specific technique of crowd patches

    Populating 3D Cities: A True Challenge

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    In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes andimpostors. Techniques to introduce variety in crowds including colors, shapes, textures, individualanimation, individualized path-planning, simple and complex accessories are explained. We also present ahybrid architecture to handle the path planning of thousands of pedestrians in real time, while ensuringdynamic collision avoidance. Several behavioral aspects are presented as gaze control, group behaviour, aswell as the specific technique of crowd patches
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