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Integrating Biomechanical and Animation Motion Capture Methods in the Production of Participant Specific, Scaled Avatars

机译:集成生物力学和动画运动捕获方法在参与者特定的,缩放的头像生产中

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3D motion capture of human movement in animation and biomechanics has developed in relatively separate and parallel domains. The two disciplines use different language, software, computational models and have different aims. As a result, in the life sciences, human movement is predominantly analyzed as non-visual biomechanical data. Whereas human movement visualization in animation typically lacks the accuracy outside of that required in the entertainment industry. This project draws from both disciplines to develop a novel approach in the creation of participant specific, motion capture skeletons which are retargeted onto participant specific, anatomically scaled, humanoid avatars. The customized motion capture marker placement, skeleton and character scaling used in this new approach aims to retain a high level of movement fidelity and minimize discrepancies between participant and avatar movement. This process has been used in the visualization of aesthetic movement such as dance and provides a step towards the generation of a digital double which can facilitate full body immersion into digital environments.
机译:3D动画和生物力学中的人类运动的运动捕捉已经在相对分离和平行的域中开发。这两学科使用不同的语言,软件,计算模型,并具有不同的目标。结果,在生命科学中,人体运动主要被分析为非视觉生物力学数据。虽然动画中的人类运动可视化通常缺乏娱乐行业所需的准确性。该项目从学科中汲取了在创建参与者特定的,动作捕获骨架中的新方法,这些方法在参与者上归结为特定的,解剖学缩放的人形化身。这种新方法中使用的定制运动捕获标记放置,骨架和字符缩放旨在保留高水平的运动保真度,并最大限度地减少参与者和头像运动之间的差异。该过程已被用于可视化舞蹈运动,例如舞蹈,并为生成数字双级的逐步提供了一种可以促进全身浸入数字环境中的数字双倍。

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