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Interactive animation of virtual humans based on motion capture data

机译:基于动作捕捉数据的虚拟人互动动画

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This paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework can conduct morphological adaptation as well as kinematic and physically-based corrections. All these solvers are organized inrnlayers in order to be easily combined together. Given locomotion as an example, the system automatically adapts the motion data to the size of the synthetic figure and to its environment; the character will correctly step over complex ground shapes and counteract with external forces applied to the body. Our framework is based on a frame-based solver. This ensures animating hundreds of humanoids with different morphologies in real-time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in an unpredictable way.
机译:本文提出了一种新颖的,参数化的框架,用于从现有的运动捕获数据中合成新的角色运动。我们的框架可以进行形态调整以及运动学和基于物理的校正。所有这些求解器都是有组织的innlayers,以便轻松组合在一起。以运动为例,系统会自动将运动数据调整为合成图形的大小及其环境。角色将正确跨过复杂的地面形状并抵消施加到身体的外力。我们的框架基于基于框架的求解器。这样可确保实时对数百个具有不同形态的类人动物进行动画处理。它特别适用于交互式应用程序,例如视频游戏和虚拟现实,其中用户以不可预测的方式进行交互。

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