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Perception Based Real-Time Dynamic Adaptation of Human Motions

机译:基于感知的人体运动实时动态自适应

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This paper presents a new real-time method for dynamics-based animation of virtual characters. It is based on rough physical approximations that lead to natural-looking and physically realistic human motions. The first part of this work consists in evaluating the relevant parameters of natural motions performed by people subject to various external perturbations. According to this pilot study, we have defined a method that is able to adapt in real-time the motion of a virtual character in order to satisfy kinematic and dynamic constraints, such as pushing, pulling and carrying objects with more or less mass. This method relies on laws provided by experimental studies that enable us to avoid using complex mechanical models and thus save computation time. One of the most important assumption consists in decoupling the pose of character and the timing of the motion. Thanks to this method, it is possible to animate up to 15 characters at 60Hz while dealing with complex kinematic and dynamic constraints.
机译:本文提出了一种基于动态的虚拟角色动画的新实时方法。它基于粗略的物理逼近,可导致人看起来自然逼真的身体运动。这项工作的第一部分在于评估受各种外部干扰的人执行的自然运动的相关参数。根据该初步研究,我们定义了一种方法,该方法能够实时适应虚拟角色的运动,从而满足运动学和动态约束,例如以更大或更小的质量推动,拉动和搬运物体。此方法依赖于实验研究提供的定律,使我们能够避免使用复杂的机械模型,从而节省了计算时间。最重要的假设之一是将角色的姿势和动作的时间去耦。由于采用了这种方法,因此可以在处理复杂的运动学和动态约束时以60Hz的频率对15个字符进行动画处理。

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