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Planning Biped Locomotion Using Motion Capture Data and Probabilistic Roadmaps

机译:使用运动捕获数据和概率路线图计划Biped运动

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Typical high-level directives for locomotion of human-like characters are useful for interactive games and simulations as well as for off-line production animation. In this paper, we present a new scheme for planning natural-looking locomotion of a biped figure to facilitate rapid motion prototyping and task-level motion generation. Given start and goal positions in a virtual environment, our scheme gives a sequence of motions to move from the start to the goal using a set of live-captured motion clips. Based on a novel combination of probabilistic path planning and hierarchical displacement mapping, our scheme consists of three parts: roadmap construction, roadmap search, and motion generation. We randomly sample a set of valid footholds of the biped figure from the environment to construct a directed graph, called a roadmap, that guides the locomotion of the figure. Every edge of the roadmap is associated with a live-captured motion clip. Augmenting the roadmap with a posture transition graph, we traverse it to obtain the sequence of input motion clips and that of target footprints. We finally adapt the motion sequence to the constraints specified by the footprint sequence to generate a desired locomotion.
机译:用于仿人角色移动的典型高级指令对于交互式游戏和模拟以及离线制作动画非常有用。在本文中,我们提出了一种用于计划两足动物的自然运动的新方案,以促进快速运动原型制作和任务级运动生成。给定虚拟环境中的起始位置和目标位置,我们的方案使用一组实时捕获的运动剪辑给出了一系列从起始位置移动到目标位置的运动。基于概率路径规划和分层位移映射的新颖组合,我们的方案包括三个部分:路线图构建,路线图搜索和运动生成。我们从环境中随机抽取了两足动物的一组有效立足点,以构造一个有向图,称为路线图,该图指导了该图的运动。路线图的每个边缘都与实时捕获的运动剪辑关联。使用姿态过渡图对路线图进行增强,我们对其进行遍历以获得输入运动剪辑的序列和目标足迹的序列。最后,我们使运动序列适应由足迹序列指定的约束,以生成所需的运动。

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