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Parametric Control of Captured Mesh Sequences for Real-Time Animation

机译:用于实时动画的捕获网格序列的参数控制

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In this paper we introduce an approach to high-level parameterisation of captured mesh sequences of actor performance for real-time interactive animation control. High-level parametric control is achieved by non-linear blending between multiple mesh sequences exhibiting variation in a particular movement. For example walking speed is parameterised by blending fast and slow walk sequences. A hybrid non-linear mesh sequence blending approach is introduced to approximate the natural deformation of non-linear interpolation techniques whilst maintaining the real-time performance of linear mesh blending. Quantitative results show that the hybrid approach gives an accurate real-time approximation of offline non-linear deformation. Results are presented for single and multi-dimensional parametric control of walking (speed/direction), jumping (heigh/distance) and reaching (height) from captured mesh sequences. This approach allows continuous real-time control of high-level parameters such as speed and direction whilst maintaining the natural surface dynamics of captured movement.
机译:在本文中,我们介绍了一种方法对实时交互式动画控制的捕获网格序列的高级参数化。通过在具有特定运动变化的多个网状序列之间的非线性混合来实现高级参数控制。例如,步行速度是通过混合快速和慢速步行序列来参数化。引入混合非线性网格序列混合方法以近似非线性插值技术的自然变形,而保持线性网格混合的实时性能。定量结果表明,混合方法提供了离线非线性变形的精确实时近似。结果是用于步行(速度/方向)的单维和多维参数控制,跳跃(Heigh /距离)和从捕获的网格序列到达(高度)。这种方法允许连续实时控制高级参数,例如速度和方向,同时保持捕获运动的自然表面动态。

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