Latent motion spaces for full-body motion editing

Latent motion spaces for full-body motion editing
复制标题

用于全身运动编辑的潜在运动空间

DOI:
--
复制
发表时间:
2013
期刊:
The Visual Computer
影响因子:
--
通讯作者:
D. Thalmann
D. Thalmann
中科院分区:
--
文献类型:
--
作者:
S. R. Carvalho;R. Boulic;C. Vidal;D. Thalmann

文献摘要

被引文献

相似文献

我们探索一种使用线性运动模型、基于优先约束的优化和潜在空间插值进行全身运动编辑的方法。通过利用线性运动模型和优先逆运动学(PIK)之间的数学联系,我们将运动编辑问题制定为优化函数并解决,其微分结构足够丰富,可以有效地优化潜在运动空间内用户指定的约束。在潜在运动空间内执行运动编辑的优点是可以通过单个关键帧编辑的构造来处理姿势转换并因此处理运动流。为了处理来自多个关键帧和轨迹约束的运动调整,我们通过利用样条函数开发了一种潜在空间插值技术。这种方法处理每帧调整,生成平滑的动画,同时避免关节空间插值的计算费用。我们通过在具有挑战性的环境场景中编辑和生成全身伸展和行走跳跃动画来展示这种方法的有用性。
We explore an approach to full-body motion editing with linear motion models, prioritized constraint-based optimization and latent-space interpolation. By exploiting the mathematical connections between linear motion models and prioritized inverse kinematics (PIK), we formulate and solve the motion editing problem as an optimization function whose differential structure is rich enough to efficiently optimize user-specified constraints within the latent motion space. Performing motion editing within latent motion spaces has the advantage of handling pose transitions and consequently motion flow by construction from single key-frame editing. To handle motion adjustments from multiple key-frame and trajectory constraints, we developed a latent-space interpolation technique by exploiting spline functions. Such an approach handles per-frame adjustments generating smooth animations, while avoiding the computational expense of joint space interpolations. We demonstrate the usefulness of this approach by editing and generating full-body reaching and walking jump animations in challenging environment scenarios.