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Exploiting spatial-temporal constraints for interactive animation control.

机译:利用时空约束进行交互式动画控制。

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摘要

Interactive control of human characters would allow the intuitive control of characters in computer/video games, the control of avatars for virtual reality, electronically mediated communication or teleconferencing, and the rapid prototyping of character animations for movies. To be useful, such a system must be capable of controlling a lifelike character interactively, precisely, and intuitively. Building an animation system for home use is particularly challenging because the system should also be low cost and not require a considerable amount of time, skill, or artistry to assemble.;This thesis explores an approach that exploits a number of different spatial-temporal constraints for interactive animation control. The control inputs from such a system will often be low dimensional, contain far less information than actual human motion. Thus they cannot be directly used for precise control of high-dimensional characters. However, natural human motion is highly constrained; the movements of the degrees of freedom of the limbs or facial expressions are not independent. Our hypothesis is that the knowledge about natural human motion embedded in a domain-specific motion capture database can be used to transform under-constrained user input into realistic human motions. The spatial-temporal coherence embedded in the motion data allows us to control high-dimensional human animations with low-dimensional user input.;We demonstrate the power and flexibility of this approach through three different applications: controlling detailed three-dimensional (3D) facial expressions using a single video camera, controlling complex 3D full-body movements using two synchronized video cameras and a very small number of retro-reflective markers, and controlling realistic facial expressions or full-body motions using a sparse set of intuitive constraints defined throughout the motion. For all three systems, we assess the quality of the results by comparisons with those created by a commercial optical motion capture system. We demonstrate that the quality of the animation created by all three systems is comparable to commercial motion capture systems but requires less expense, time, and space to capture the user's input.
机译:对人类角色的交互式控制将允许对计算机/视频游戏中的角色进行直观的控制,对虚拟现实的化身进行控制,通过电子媒介进行的通信或电话会议以及对电影中的角色动画进行快速原型制作。为了有用,这样的系统必须能够交互,精确和直观地控制逼真的角色。构建家用动画系统特别具有挑战性,因为该系统还应该是低成本的,并且不需要花费大量的时间,技能或技巧来组装。本论文探索了一种利用多种不同的时空约束的方法。用于交互式动画控制。来自这种系统的控制输入通常将是低维的,所包含的信息远远少于实际的人类运动。因此,它们不能直接用于精确控制高维字符。但是,人类的自然运动受到很大的限制。肢体或面部表情的自由度的运动不是独立的。我们的假设是,可以将嵌入特定领域运动捕获数据库中的有关自然人类运动的知识用于将约束不足的用户输入转换为现实的人类运动。嵌入在运动数据中的时空连贯性使我们能够通过低维用户输入来控制高维人类动画。;我们通过三种不同的应用展示了这种方法的强大功能和灵活性:控制详细的三维(3D)面部使用单个摄像机的表情,使用两个同步摄像机和少量的反光标记来控制复杂的3D全身运动,并使用在整个过程中定义的稀疏的直观约束集来控制逼真的面部表情或全身运动运动。对于所有三个系统,我们通过与商用光学运动捕捉系统创建的结果进行比较来评估结果的质量。我们证明了由这三个系统创建的动画的质量可以与商业运动捕捉系统相媲美,但是需要较少的费用,时间和空间来捕捉用户的输入。

著录项

  • 作者

    Chai, Jinxiang.;

  • 作者单位

    Carnegie Mellon University.;

  • 授予单位 Carnegie Mellon University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 94 p.
  • 总页数 94
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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