Morphology-independent representation of motions for interactive human-like animation
نویسندگان
چکیده
This paper addresses the problem of human motion encoding for real-time animation in interactive environments. Classically, a motion is stored as a sequence of body postures encoded as a set of joint rotations (quaternions, Euler-like angles or rotation matrices). As a consequence, Cartesian constraints must be solved using inverse kinematics and/or optimization. Those processes involve computation costs that do not allow real-time animation of several characters in interactive environments. To solve such a problem with a minimum computation time, we designed a motion representation independent from the morphology and containing the constraints intrinsically linked to the motion such as feet contacts with the ground. With such a description, a unique motion can be shared by several characters with different morphologies and in different environments. We also adapted a Cyclic Coordinate Descent algorithm that takes advantages of this representation in order to rapidly deal with complex tunable spacetime constraints. For example, this method enables to interactively control at least eight characters with different morphologies that interact each other during a fight training. Hence, each character has to deal with geometric constraints that can change at every time, depending on the opponents’ morphology and gestures.
منابع مشابه
Real-time Animation of Interactive Virtual Humans
Over the last years, there has been a lot of interest in the area of Interactive Virtual Humans (IVHs). Virtual characters who interact naturally with users in mixed realities have many different applications, such as interactive video games, virtual training and rehabilitation, or virtual heritage. The main purpose of using interactive virtual humans in such applications is to increase the rea...
متن کاملBackground Animation Generator: Interactive Scene Design based on Motion Graph
In this paper, an interactive background scene generation and editing system is proposed based on improved motion graph. By analyzing the motion of an input animation with limited length, our system could synthesize large amount of various motions to yield a composting scene animation with unlimited length by connecting the input motion pieces through smooth transitions based on a motion graph ...
متن کاملReal-time Motion Generating Method for Artificial Fish
In interactive 3D cyber space systems including computer games and virtual reality applications, we have increased need for realtime interactive control of articulated body motions for more realistic expression of characters. Animation methods that based on articulated body motions are used for produce real-time control of artificial life character’s motion. But these methods are not adequate t...
متن کاملParameter Spaces, Spacetime Control and Motion Graphs for Automating the Animation of Videogame Characters
Character animations are a crucial part of many interactive applications, from training simulations to videogames. As these applications have become more sophisticated, the growing number of character animations required has made standard animation techniques like key-framing and motion-capture increasingly expensive and time-consuming. Procedurally generating animations appears to offer a solu...
متن کاملInteractive Virtual Humans in Real-Time Virtual Environments
In this paper, we will present an overview of existing research in the vast area of IVH systems. We will also present our ongoing work on improving the expressive capabilities of IVHs. Because of the complexity of interaction, a high level of control is required over the face and body motions of the virtual humans. In order to achieve this, current approaches try to generate face and body motio...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
- Comput. Graph. Forum
دوره 24 شماره
صفحات -
تاریخ انتشار 2005