Process optimization based on motion capture for videogames assets

Nicolas Nieto Bedoya, C. Guerrero
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Abstract

In recent years the motion capture techniques have been perfecting, to independent and investigative level worldwide, including new hardware with greater possibilities and new software that allows to use that hardware, thus each of them presents a specialized laboratory for data manipulation. With the advent of the Kinect device developed by Microsoft, the field of motion capture has benefited because this is a device released for all age groups, which aims to recognize the human motion. The main problem with Kinect device, occurs when the user's body is perpendicular to this, confusing position data and showing incorrect positions of bones (occlusion problems in a single visual plane).
基于动作捕捉的视频游戏资产过程优化
近年来,运动捕捉技术不断完善,在世界范围内达到独立和调查的水平,包括具有更大可能性的新硬件和允许使用该硬件的新软件,因此每个技术都提供了一个专门的数据处理实验室。随着微软开发的Kinect设备的出现,动作捕捉领域受益,因为这是一款面向所有年龄段的设备,旨在识别人类的动作。Kinect设备的主要问题是,当用户的身体与之垂直时,会混淆位置数据并显示错误的骨骼位置(单个视觉平面的遮挡问题)。
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