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Integrating Biomechanical and Animation Motion Capture Methods in the Production of Participant Specific, Scaled Avatars

机译:将生物力学和动画运动捕捉方法集成到参与者特定的缩放化身中

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3D motion capture of human movement in animation and biomechanics has developed in relatively separate and parallel domains. The two disciplines use different language, software, computational models and have different aims. As a result, in the life sciences, human movement is predominantly analyzed as non-visual biomechanical data. Whereas human movement visualization in animation typically lacks the accuracy outside of that required in the entertainment industry. This project draws from both disciplines to develop a novel approach in the creation of participant specific, motion capture skeletons which are retargeted onto participant specific, anatomically scaled, humanoid avatars. The customized motion capture marker placement, skeleton and character scaling used in this new approach aims to retain a high level of movement fidelity and minimize discrepancies between participant and avatar movement. This process has been used in the visualization of aesthetic movement such as dance and provides a step towards the generation of a digital double which can facilitate full body immersion into digital environments.
机译:动画和生物力学中人类运动的3D运动捕捉已在相对分离和平行的领域中发展。这两个学科使用不同的语言,软件,计算模型,并且具有不同的目标。结果,在生命科学中,人体运动主要作为非视觉生物力学数据进行分析。而动画中的人体运动可视化通常缺乏娱乐行业所需的精度。该项目借鉴了这两个学科,以开发一种新颖的方法来创建特定于参与者的动作捕捉骨骼,然后将其重新定位到特定于参与者的解剖学缩放的类人动物化身。此新方法中使用的自定义运动捕捉标记放置,骨骼和角色缩放旨在保持高水平的运动保真度,并最大程度地减小参与者和化身运动之间的差异。此过程已用于可视化审美运动(如舞蹈),并朝着生成数字双精度音样迈出了一步,该技术可以促进全身浸入数字环境。

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