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首页> 外文期刊>Computer Graphics Forum: Journal of the European Association for Computer Graphics >Example-Based Retargeting of Human Motion to Arbitrary Mesh Models
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Example-Based Retargeting of Human Motion to Arbitrary Mesh Models

机译:基于示例的人体运动到任意网格模型的重定向

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摘要

We present a novel method for retargeting human motion to arbitrary 3D mesh models with as little user interaction as possible. Traditional motion-retargeting systems try to preserve the original motion, while satisfying several motion constraints. Our method uses a few pose-to-pose examples provided by the user to extract the desired semantics behind the retargeting process while not limiting the transfer to being only literal. Thus, mesh models with different structures and/or motion semantics from humanoid skeletons become possible targets. Also considering the fact that most publicly available mesh models lack additional structure (e.g. skeleton), our method dispenses with the need for such a structure by means of a built-in surface-based deformation system. As deformation for animation purposes may require non-rigid behaviour, we augment existing rigid deformation approaches to provide volume-preserving and squash-and-stretch deformations. We demonstrate our approach on well-known mesh models along with several publicly available motion-capture sequences.
机译:我们提出了一种新颖的方法,可将人的运动重新定向到具有尽可能少的用户交互的任意3D网格模型。传统的运动重新定向系统试图保留原始运动,同时满足一些运动约束。我们的方法使用了用户提供的几个姿势到姿势的示例,以在重新定向过程后提取所需的语义,同时又不将传递限制为仅文字。因此,来自人形骨骼的具有不同结构和/或运动语义的网格模型成为可能的目标。还考虑到大多数公共可用的网格模型缺少附加结构(例如骨架)的事实,我们的方法通过内置的基于表面的变形系统无需这种结构。由于出于动画目的的变形可能需要非刚性的行为,因此我们增加了现有的刚性变形方法,以提供体积保留和挤压拉伸的变形。我们将在著名的网格模型上展示我们的方法,以及几个公开可用的运动捕捉序列。

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