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Real-Time Motion Capture on a Budget

机译:预算实时运动捕捉

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摘要

The U.S. Army Research Laboratory's Simulation & Training Technology Center, along with Cole Engineering Services, Inc. and the University of Central Florida have set out to leverage commercial technology with the goal of improving realism, and reducing cost for Army training tasks. The focus of this task is to establish a prototype functionality that allows a live person to take control of a virtual character. This is done using the Enhanced Dynamic Geo-Social Environment, which is an Army-owned simulation built upon the Unreal Engine 4. Commercial games and movies make use of motion capture capabilities to animate characters. This functionality is needed in real-time to allow person-to-person interactions within a simulation. The goal is to have puppeteers that can take over Artificial Intelligence (AI) characters when in-depth interactions need to occur. While AAA games and movie budgets allow for more expensive systems, the goal of this team is to keep the cost well below $10,000. A market analysis along with this team's experience utilizing and integrating the market capabilities to meet these goals are described in this paper.
机译:美国陆军研究实验室的模拟与训练技术中心,科尔工程服务公司和中央佛罗里达大学已经着手利用商业技术,以改善现实性并降低陆军训练任务的成本。该任务的重点是建立一种原型功能,该功能可让活人控制虚拟角色。这是使用增强型动态地理社会环境完成的,该环境是陆军拥有的基于虚幻引擎4的模拟软件。商业游戏和电影都利用动作捕捉功能为角色制作动画。实时需要此功能,以允许仿真中的人与人交互。我们的目标是让操纵up的人在需要进行深入互动时可以接管人工智能(AI)角色。尽管AAA游戏和电影预算允许使用更昂贵的系统,但该团队的目标是将成本保持在10,000美元以下。本文介绍了市场分析以及该团队利用和整合市场能力来实现这些目标的经验。

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