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Hybrid inverse motion control for virtual characters interacting with sound synthesis Application to percussion motion

机译:虚拟角色与声音合成交互的混合逆运动控制在打击乐中的应用

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The ever growing use of virtual environments requires more and more engaging elements for enhancing user experiences. Specifically regarding sounding virtual environments, one promising option to achieve such realism and interactivity requirements is the use of virtual characters interacting with sounding objects. In this paper, we focus as a case study on virtual characters playing virtual music instruments. We address more specially the real-time motion control and interaction of virtual characters with their sounding environment for proposing engaging and compelling virtual music performances. Combining physics-based simulation with motion data is a recent approach to finely represent and modulate this motion-sound interaction, while keeping the realism and expressivity of the original captured motion. We propose a physically-enabled environment in which a virtual percussionist interacts with a physics-based sound synthesis algorithm. We introduce and extensively evaluate the Hybrid Inverse Motion Control (HIMC), a motion-driven hybrid control scheme dedicated to the synthesis of upper-body percussion movements. We also propose a physics-based sound synthesis model with which the virtual character can interact. Finally, we present an architecture offering an effective way to manage heterogenous data (motion and sound parameters) and feedback (visual and sound) that influence the resulting virtual percussion performances.
机译:虚拟环境的日益增长的使用要求越来越多的参与元素来增强用户体验。特别是在探测虚拟环境方面,实现这种现实性和交互性要求的一种有前途的选择是使用虚拟角色与探测对象进行交互。本文以演奏虚拟乐器的虚拟角色为例进行研究。我们更具体地处理虚拟角色的实时运动控制以及与虚拟角色的声音环境的交互,以提出引人入胜的虚拟音乐表演。将基于物理学的模拟与运动数据相结合是一种在保持原始捕获运动的真实性和表现力的同时,精细地表示和调制此运动声音交互的方法。我们提出了一个物理启用的环境,其中虚拟打击乐手与基于物理的声音合成算法进行交互。我们介绍并广泛评估混合逆向运动控制(HIMC),这是一种运动驱动的混合控制方案,专用于上身打击乐运动的合成。我们还提出了基于物理的声音合成模型,虚拟角色可以与该模型进行交互。最后,我们提出了一种架构,该架构提供了一种有效的方法来管理异类数据(运动和声音参数)和反馈(视觉和声音),这些数据会影响最终的虚拟打击乐器性能。

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