Interactive Motion Synthesis with Optimal Blending

Interactive Motion Synthesis with Optimal Blending
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具有最佳混合的交互式运动合成

DOI:
10.1002/cav.1578
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发表时间:
2014
影响因子:
1.1
通讯作者:
Masaki Oshita
Masaki Oshita
中科院分区:
计算机科学4区
文献类型:
--
作者:
刀根庸浩;和田佳郎;Masaki Oshita

文献摘要

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在本文中,我们提出了一种交互式运动合成技术,它从给定的基本运动合成连续的运动序列。用户可以指定动作的执行时序,或者以自动确定的执行时序来执行动作。我们的方法是基于以前的方法,该方法为每一对顺序运动确定合适的合成方法和混合范围,同时考虑基本运动中脚与地面之间的约束以防止脚部滑动。但是,仅使用脚-地面约束来确定混合范围可能会产生不自然的运动,如不平滑、过快或过慢的过渡。此外,具有规则权重函数的简单运动混合可能会产生不自然的运动。为了解决这些问题,我们引入了一个最优混合范围和一个权重函数,它们是为上半身和下半身的每个混合段确定的。我们还介绍了将该方法应用于交互式角色控制的扩展。我们已经成功地将我们的方法应用于动画生成和交互式角色控制。版权所有©2014 John Wiley&Sons,Ltd.
In this paper, we propose an interactive motion synthesis technique that synthesizes a continuous motion sequence from given elementary motions. A user can either specify the execution timings of motions or execute motions in a sequence with automatically determined execution timings. Our method is based on a previous approach that determined the appropriate synthesis method and blending range for each pair of sequential motions, while considering the constraints between the foot and ground in the elementary motions to prevent foot sliding. However, using only the foot‐ground constraints to determine the blending range may generate unnatural motions such as nonsmooth, too fast, or too slow transitions. Moreover, simple motion blending with a regular weight function can generate unnatural motions. To solve these problems, we have introduced an optimal blending range and a weight function, which are determined for each blending segment for the upper and lower body. We also introduced extensions for applying this method to interactive character control. We have successfully applied our method to both animation generation and interactive character control. Copyright © 2014 John Wiley & Sons, Ltd.