LANDMARK-GUIDED ELASTIC SHAPE ANALYSIS OF HUMAN CHARACTER MOTION

LANDMARK-GUIDED ELASTIC SHAPE ANALYSIS OF HUMAN CHARACTER MOTION
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DOI:
10.3934/ipi.2017028
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发表时间:
2017-08-01
影响因子:
1.3
通讯作者:
Grasmair, Markus
Grasmair, Markus
中科院分区:
数学4区
文献类型:
--
作者:
Bauer, Martin;Eslitzbichler, Markus;Grasmair, Markus

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电影或视频游戏中的虚拟角色的运动通常由使用运动捕捉方法记录演员来生成。以这种方式生成的动画通常需要后处理,例如改进循环动画的周期性或通过对现有运动进行插值来生成全新的运动。此外,搜索和分类记录的运动变得越来越重要,随着记录的运动数据量的增长。在本文中,我们将应用从形状分析的动画处理的方法。更确切地说,我们将使用到现在的经典弹性度量模型中使用的形状匹配,并通过纳入额外的不精确的特征点信息,这导致改进的时间对齐不同的动画扩展它。
Motions of virtual characters in movies or video games are typically generated by recording actors using motion capturing methods. Animations generated this way often need postprocessing, such as improving the periodicity of cyclic animations or generating entirely new motions by interpolation of existing ones. Furthermore, search and classification of recorded motions becomes more and more important as the amount of recorded motion data grows.In this paper, we will apply methods from shape analysis to the processing of animations. More precisely, we will use the by now classical elastic metric model used in shape matching, and extend it by incorporating additional inexact feature point information, which leads to an improved temporal alignment of different animations.