Relationship descriptors for interactive motion adaptation

Relationship descriptors for interactive motion adaptation
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DOI:
10.1145/2485895.2485905
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发表时间:
2013-07
期刊:
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影响因子:
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通讯作者:
R. Al-Ashqar;T. Komura;Myung Geol Choi
R. Al-Ashqar;T. Komura;Myung Geol Choi
中科院分区:
其他
文献类型:
--
作者:
R. Al-Ashqar;T. Komura;Myung Geol Choi

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本文提出了一种交互式的运动自适应方案之间的骨骼角色和网格结构,如通过限制的环境中移动,操纵对象的密切互动。这是通过一种新的基于空间关系的表示来实现的,该表示通过相对于在网格结构的表面上选择性地采样的点的平移向量的加权和来描述身体部位的运动学。与以前的离散表示,要么只处理静态空间关系,或需要离线,昂贵的优化过程相比,我们的连续框架平滑地适应角色的运动,以大更新的网格结构和角色形态的运行,同时保留场景的原始上下文。实验结果表明,我们的方法可以用于广泛的应用,包括运动重定向,交互式角色控制和变形转移的场景,涉及密切的相互作用。我们的框架是有用的艺术家谁需要设计动画场景交互式,现代电脑游戏,允许用户设计自己的角色,对象和环境。
This paper presents an interactive motion adaptation scheme for close interactions between skeletal characters and mesh structures, such as moving through restricted environments, and manipulating objects. This is achieved through a new spatial relationship-based representation, which describes the kinematics of the body parts by the weighted sum of translation vectors relative to points selectively sampled over the surfaces of the mesh structures. In contrast to previous discrete representations that either only handle static spatial relationships, or require offline, costly optimization processes, our continuous framework smoothly adapts the motion of a character to large updates of the mesh structures and character morphologies on-the-fly, while preserving the original context of the scene. The experimental results show that our method can be used for a wide range of applications, including motion retargeting, interactive character control and deformation transfer for scenes that involve close interactions. Our framework is useful for artists who need to design animated scenes interactively, and modern computer games that allow users to design their own characters, objects and environments.