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Tele-sports and tele-dance

机译:远程运动和远程舞蹈

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Researchers have had great success using motion capture tools for controlling avatars in virtual worlds. Another current of virtual reality research has focused on building collaborative environments connected by networks. The present paper combines these tendencies to describe an open source software system that uses motion capture tools as input devices for realtime collaborative virtual environments. Important applications of our system lie in the realm of simulating interactive, multiparticipant physical activities like sport and dance. Several challenges and their respective solutions are outlined. First, we describe the infrastructure necessary to handle full-body articulated avatars as driven by motion capture equipment, including calibration and avatar creation. Next, we outline the PC cluster solution chosen to render our worlds, exploring methods of data sharing and synchronization, both within the PC cluster nodes and between different sites in the distributed system. Finally, virtual sports require physics, and we describe the simulation algorithms used.
机译:研究人员使用运动捕捉工具来控制虚拟世界中的化身取得了巨大的成功。虚拟现实研究的另一个最新趋势集中在构建通过网络连接的协作环境上。本文结合这些趋势来描述一个开源软件系统,该系统使用运动捕捉工具作为实时协作虚拟环境的输入设备。我们系统的重要应用在于模拟交互式,多参与的体育活动,例如运动和舞蹈。概述了一些挑战及其各自的解决方案。首先,我们描述了由运动捕捉设备驱动的处理全身关节化身所需的基础设施,包括校准和化身创建。接下来,我们概述了选择用来渲染世界的PC群集解决方案,探索了PC群集节点内部以及分布式系统中不同站点之间的数据共享和同步方法。最后,虚拟运动需要物理学,我们将描述所使用的模拟算法。

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