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Tele-sports and tele-dance

机译:远程运动和远程舞

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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获工具来控制虚拟世界中的头像的成功。虚拟现实研究的另一个流程专注于建立网络连接的协作环境。本文结合了这些趋势来描述一种使用运动捕获工具作为实时协作虚拟环境的输入设备的开源软件系统。我们系统的重要应用位于模拟互动,多私人体育活动的领域,如运动和舞蹈。概述了几个挑战及其各自的解决方案。首先,我们描述了处理由运动捕获设备驱动的全身铰接式化身所需的基础设施,包括校准和化身创建。接下来,我们概述了选择的PC群集解决方案,以渲染我们的世界,探索PC群集节点内的数据共享和同步方法以及分布式系统中的不同站点。最后,虚拟运动需要物理学,我们描述了所用仿真算法。

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