UPSR: a Unified Proxy Skeleton Retargeting Method for Heterogeneous Avatar Animation

Wenfeng Song, Xinyu Zhang, Yang Gao, Yi-Xiao Luo, Haoxiang Wang, Xianfei Wang, X. Hou
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引用次数: 1

Abstract

Pose-driven avatar animation is widely applied in VR fields. The flexible creation of animations is a significant yet challenging task due to the heterogeneous topologies and shapes of avatars. To allevi-ate this, we propose a unified proxy skeleton for retargeting (UPSR) to achieve consistent motions of the virtual avatar. Particularly, the heterogeneous topologies are converted into a unified skeleton topol-ogy of the avatars by using a learned nonlinear mapping function. Furthermore, we propose to retarget the skeletons with different body shapes into 3D virtual avatars. Our UPSR can produce avatar animations with a higher level of authenticity without the depen-dency on high-cost motion capture devices or the restrictions of its topology. Additionally, we could drive detailed motions based on multiple sources of motion datasets, including monocular videos, motion capture devices, and standard motion files, with the precise motion capture of eyes, lips, hands, and bodies.
UPSR:异构角色动画的统一代理骨架重定向方法
姿态驱动的化身动画在虚拟现实领域有着广泛的应用。灵活的动画创作是一个重要的,但具有挑战性的任务,由于异构拓扑和形状的化身。为了缓解这一问题,我们提出了一个统一的重定向代理框架(UPSR)来实现虚拟化身的一致运动。特别地,利用学习到的非线性映射函数将异构拓扑转换为统一的化身骨架拓扑。在此基础上,我们提出将不同体型的骨骼重新定位为三维虚拟化身。我们的UPSR可以产生具有更高真实性的角色动画,而不依赖于高成本的动作捕捉设备或其拓扑结构的限制。此外,我们还可以基于多种运动数据集(包括单目视频、运动捕捉设备和标准运动文件)驱动详细的运动,并对眼睛、嘴唇、手和身体进行精确的运动捕捉。
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