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Virtual ball player Synthesizing character animation to control a virtual ball from motion data using interaction patterns

机译:虚拟球播放器合成角色动画以使用交互模式从运动数据控制虚拟球

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摘要

It is very difficult and tedious work to synthesize an animation in which a character skillfully controls several balls. This is because all the virtual balls need to be synchronized with the motion of the character temporally and spatially as following the laws of physics. Moreover, a skillful actor is needed for capturing the motion. We introduce a simple but interesting method such that anyone can synthesize an animation of skillful ball-handling motion using interaction patterns without any actual ball. Interaction patterns involve regularly repeated human motions to control the virtual ball. We first capture the motion that mimics controlling a ball using various interaction patterns. Then we synthesize the trajectory of a virtual ball by analyzing the captured motion and correct the character motion to be fitted to the synthesized trajectory of a virtual ball. Experiments convincingly show the usefulness of proposed technique by synthesizing various ball-handling animations.
机译:合成一个动画,其中一个角色熟练地控制多个球是非常困难且乏味的工作。这是因为所有虚拟球都需要按照物理定律在时间和空间上与角色的动作同步。此外,需要熟练的演员来捕捉动作。我们引入了一种简单而有趣的方法,使任何人都可以使用交互模式来合成熟练的控球动作动画,而无需任何实际的球。交互模式涉及定期重复的人类动作,以控制虚拟球。我们首先捕获使用各种交互模式模拟控制球的运动。然后,我们通过分析捕获的运动来合成虚拟球的轨迹,并校正角色运动以适合虚拟球的合成轨迹。实验令人信服地显示了通过合成各种球处理动画所提出的技术的有用性。

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