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On the real-time interactive motion transitions for an articulated body by the uniform posture Map

机译:在统一姿势地图上的实时交互式运动转换

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It is important to reuse existing motion capture data for reduction of the animation producing costs as well as the efficiency of the producing process. Because its motion curve has no control point, however, captured data is difficult to modify interactively. Motion transition is a useful method for reusing existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, the Uniform Posture Map (UPM) is proposed to perform motion transitions. The UPM is organized through the quantization of various postures with an unsupervised learning algorithm; it places the output neurons with similar postures in adjacent positions. Using this property, an intermediate posture of applied two postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM needs fewer computational costs, in comparison with other motion transition algorithms. It provides a control parameter; an animator can not only control the motion simply by adjusting this parameter, but also produce animation interactively. The UPM prevents the generating of the invalid output neurons to present unreal postures in the learning phase; thus, it makes more realistic motion curves; finally it contributes to the making of more natural motions. The motion transition algorithm proposed in this paper can be applied to various fields such as real time 3D games, virtual reality applications, and web 3D applications.
机译:重要的是重用现有运动捕获数据以减少动画产生成本以及生产过程的效率。然而,由于其运动曲线没有控制点,因此捕获的数据难以交互地修改。运动转换是一种重用现有运动数据的有用方法。它产生具有两个短动作序列的无缝中间运动。在本文中,提出了统一的姿势图(UPM)来执行运动转变。通过用无监督学习算法的各种姿势来组织upm;它将输出神经元放置在相邻位置中具有类似姿势的输出神经元。使用此属性,产生了应用两个姿势的中间姿势;发电姿势用作键帧以进行插值运动。与其他运动转换算法相比,UPM需要更少的计算成本。它提供了一个控制参数;通过调整此参数,动画仪不仅可以控制动作,而且还可以在交互式中产生动画。 uPM防止生成无效的输出神经元以呈现学习阶段的虚幻姿势;因此,它制造了更现实的运动曲线;最后它有助于制定更多的自然运动。本文提出的运动转换算法可以应用于诸如实时3D游戏,虚拟现实应用和Web 3D应用的各种领域。

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