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A Pipeline for the Creation, Compression, and Display of Streamable 3D Motion Capture Based Skeletal Animation Data.

机译:用于创建,压缩和显示基于流式3D运动捕捉的骨骼动画数据的管道。

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摘要

Since its invention, motion capture technology has been used in the production of numerous feature films and video games. Motion capture technologies have also become a highly active and varied area of research. Motion capture has not, however, been utilized for sharing works of performance art over the internet with the same level of success as enjoyed by video and audio.;This dissertation presents the components of a pipeline for the creation, compression, and display of streamable 3D motion capture based skeletal animation data. These components were built to allow individuals skilled in motion-based art forms, such as dance and martial arts, to create performance-driven 3D animation of original work and stream it over the internet to online viewers.;The construction of these components was not an easy feat; the aforementioned elements have roots in human figure animation, motion capture, virtual reality, data compression, and streaming network transmission.;Using the novel compression scheme presented in this dissertation, it is possible to create streamable animation data that targets input bandwidth requirements while minimizing reconstruction error and limiting local data storage on the viewer's machine.;Previous approaches to motion capture data compression with an emphasis on bandwidth have either ignored error, assigned static importance to each of the animated character's joints, or work in a manner that is complimentary to the approach developed here. With the approach to error minimization taken in this work, the saliency of an animated character's individual skeletal joints is assumed to dynamically vary over time. Although other compression methods that minimize error under similar assumptions exist, those methods are based on file size reduction and not network transmission requirements.;As a secondary contribution, Labanotation---a commonly used form of dance notation---is presented and studied here, for the first time, as an error metric. While Labanotation has been used in computer animation applications before, that use was limited to the areas of motion editing and automated summary creation. Using Labanotation, error is assigned based on differences in each motion's goal. This differs from existing error metrics, which assign error based on instantaneous differences in posture.
机译:自其发明以来,动作捕捉技术已用于制作许多故事片和视频游戏。运动捕捉技术也已成为一个高度活跃和多样化的研究领域。但是,运动捕捉并没有被用于在互联网上共享表演艺术作品,其成功程度与视频和音频相同。本论文提出了流媒体的创建,压缩和显示的流水线组件。基于3D运动捕捉的骨骼动画数据。这些组件的构建旨在使熟练掌握基于动作的艺术形式的个人(例如舞蹈和武术)创建性能驱动的原始作品3D动画并将其通过Internet流传输给在线观看者;这些组件的构建不是一个轻松的壮举;前面提到的元素扎根于人物动画,运动捕捉,虚拟现实,数据压缩和流网络传输。;使用本文提出的新颖压缩方案,可以创建针对输入带宽要求的流媒体动画数据,同时将输入带宽需求最小化。重建错误并限制了观看者机器上的本地数据存储。以前强调带宽的运动捕获数据压缩方法要么忽略了错误,要么为每个动画角色的关节分配了静态重要性,要么以与这里开发的方法。通过在这项工作中采用最小化错误的方法,可以假定动画角色的各个骨骼关节的显着性随时间动态变化。尽管存在其他在类似假设下将错误最小化的压缩方法,但这些方法基于减小文件大小而不是基于网络传输要求。作为次要贡献,提出并研究了Labanotation-一种常用的舞蹈符号形式-这是第一次,作为错误指标。尽管Labanotation以前曾在计算机动画应用程序中使用过,但该用法仅限于运动编辑和自动摘要创建领域。使用Labanotation,会根据每个运动目标的差异分配错误。这不同于现有的错误度量标准,后者根据姿势的瞬时差异分配错误。

著录项

  • 作者

    Haley, Brent Kreh.;

  • 作者单位

    The Ohio State University.;

  • 授予单位 The Ohio State University.;
  • 学科 Computer Science.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 157 p.
  • 总页数 157
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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