A dead-reckoning algorithm for virtual human figures
نویسندگان
چکیده
In networked virtual environments; when the participants are represented by virtual human figures, the articulated structure of the human body introduces a new complexity in the usage of the network resources; because the size of a message needed to represent the body posture is much larger than the one needed for simple, non-articulated objects. This might create a significant overhead in communication, especially as the number of participants in the simulation increases. In addition, the animation should be realistic, as it is easy to recognize anomalies in the virtual human animation. This requires real-time algorithms to decrease the network overhead, while considering body characteristics. The dead-reckoning technique is a way to decrease the number of messages communicated among the participants, and has been used for simple non-articulated objects in popular systems. In this paper, we present the deadreckoning approach for articulated virtual human figures, and discuss main issues and experimental results.
منابع مشابه
Pre - Reckoning Algorithm for Distributed Virtual Environments
This paper proposes a pre-reckoning algorithm for distributed virtual environments. First, an overview of dead reckoning techniques used in distributed virtual environments is provided. The benefits and drawbacks of implementing dead reckoning within specific types of distributed virtual environments are discussed. An alternative to traditional dead reckoning techniques used in DIS-compliant di...
متن کاملUsing Determinism to Improve the Accuracy of Dead-Reckoning Algorithms
Collaborative Virtual Environments (CVEs) are real-time applications that require a high degree of responsiveness to maintain an immersive end-user experience. Because of latency and unpredictability in best-effort networks, dead-reckoning algorithms are routinely used to estimate the position of objects within the virtual space. Although traditional forms of dead reckoning work well for applic...
متن کاملNew Map - Matching Algorithm Using Virtual Track for Pedestrian Dead Reckoning
© 2010 Seung Hyuck Shin et al. 891 In this paper, a map-matching (MM) algorithm which combines an estimated position with digital road data is proposed. The presented algorithm using a virtual track is appropriate for a MEMS-based pedestrian dead reckoning (PDR) system, which can be used in mobile devices. Most of the previous MM algorithms are for car navigation systems and GPS-based navigatio...
متن کاملDead Reckoning Using Play Patterns in a Simple 2D Multiplayer Online Game
In today’s gaming world, a player expects the same play experience whether playing on a local network or online with many geographically distant players on congested networks. Because of delay and loss, there may be discrepancies in the simulated environment from player to player, likely resulting in incorrect perception of events. It is desirable to develop methods that minimize this problem. ...
متن کاملA New Approach to Self-Localization for Mobile Robots Using Sensor Data Fusion
This paper proposes a new approach for calibration of dead reckoning process. Using the well-known UMBmark (University of Michigan Benchmark) is not sufficient for a desirable calibration of dead reckoning. Besides, existing calibration methods usually require explicit measurement of actual motion of the robot. Some recent methods use the smart encoder trailer or long range finder sensors such ...
متن کامل