Interactive motion mapping for real-time character control
نویسندگان
چکیده
It is now possible to capture the 3D motion of the human body on consumer hardware and to puppet in real time skeleton-based virtual characters. However, many characters do not have humanoid skeletons. Characters such as spiders and caterpillars do not have boned skeletons at all, and these characters have very different shapes and motions. In general, character control under arbitrary shape and motion transformations is unsolved how might these motions be mapped? We control characters with a method which avoids the rigging-skinning pipeline — source and target characters do not have skeletons or rigs. We use interactively-defined sparse pose correspondences to learn a mapping between arbitrary 3D point source sequences and mesh target sequences. Then, we puppet the target character in real time. We demonstrate the versatility of our method through results on diverse virtual characters with different input motion controllers. Our method provides a fast, flexible, and intuitive interface for arbitrary motion mapping which provides new ways to control characters for real-time animation.
منابع مشابه
Data-driven On-line Character Control: Philosophy and Promise
Real-time character control is an important issue to increase interactivity in computer graphics. Due to ever-increasing demand from applications such as computer games and interactive movies, real-time character control has drawn attention from both industry and academia for the last decade. Under nation support of Korea, we conducted a research project on real-time computer animation for five...
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 کامل4D video textures for interactive character appearance
4D Video Textures (4DVT) introduce a novel representation for rendering video-realistic interactive character animation from a database of 4D actor performance captured in a multiple camera studio. 4D performance capture reconstructs dynamic shape and appearance over time but is limited to free-viewpoint video replay of the same motion. Interactive animation from 4D performance capture has so f...
متن کاملGoal-Directed Navigation for Animated Characters Using Real-Time Path Planning and Control
This paper presents a new technique for computing collisionfree navigation motions from task-level commands for animated human characters in interactive virtual environments. The algorithm implementation utilizes the hardware rendering pipeline commonly found on graphics accelerator cards to perform fast 2D motion planning. Given a 3D geometric description of an animated character and a level-t...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید
ثبت ناماگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید
ورودعنوان ژورنال:
- Comput. Graph. Forum
دوره 33 شماره
صفحات -
تاریخ انتشار 2014