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首页> 外文期刊>ACM Transactions on Graphics >Snap-Together Motion: Assembling Run-Time Animations
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Snap-Together Motion: Assembling Run-Time Animations

机译:捕捉运动:组装运行时动画

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摘要

Many virtual environments and games must be populated with synthetic characters. These characters must move with sufficient realism, so as not to destroy the visual quality of the experience, yet be responsive, controllable, and efficient to simulate. In our paper we introduce an approach to character motion called Snap-Together Motion that addresses these demands. Our methodology allows quality motions to be synthesized in a controllable manner with little run-time overhead. A corpus of motion capture data is processed into a set of short clips that can be "snapped together" (concatenated) into seamless streams of motions at run time. This process is guided by an author who identifies (with help from our system) character poses that appear frequently in the corpus. Each such pose serves as a jump point at which any motion that enters can be followed by any motion that leaves, as shown in Figures 1 and 2. The result is a simple graph structure that allows clips to be connected into longer motions.
机译:许多虚拟环境和游戏必须填充合成字符。这些角色必须以足够的真实感移动,以免破坏体验的视觉质量,同时要具有响应能力,可控性和有效的模拟能力。在我们的论文中,我们介绍了一种用于角色运动的方法,称为“对齐运动”,可以解决这些需求。我们的方法允许以可控制的方式合成高质量的运动,而运行时的开销却很小。运动捕获数据的语料库被处理为一组短片段,这些短片段可以在运行时“捕捉”(连接)成无缝的运动流。该过程由作者指导,作者识别(在我们系统的帮助下)语料库中经常出现的角色姿势。每个这样的姿势都是一个跳变点,如图1和2所示,进入的任何运动都可以跟随离开的任何运动。结果是一个简单的图形结构,允许将剪辑连接成更长的运动。

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