Integrating Biomechanical and Animation Motion Capture Methods in the Production of Participant Specific, Scaled Avatars

L. Hopper, Nahoko Sato
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引用次数: 1

Abstract

3D motion capture of human movement in animation and biomechanics has developed in relatively separate and parallel domains. The two disciplines use different language, software, computational models and have different aims. As a result, in the life sciences, human movement is predominantly analyzed as non-visual biomechanical data. Whereas human movement visualization in animation typically lacks the accuracy outside of that required in the entertainment industry. This project draws from both disciplines to develop a novel approach in the creation of participant specific, motion capture skeletons which are retargeted onto participant specific, anatomically scaled, humanoid avatars. The customized motion capture marker placement, skeleton and character scaling used in this new approach aims to retain a high level of movement fidelity and minimize discrepancies between participant and avatar movement. This process has been used in the visualization of aesthetic movement such as dance and provides a step towards the generation of a digital double which can facilitate full body immersion into digital environments.
整合生物力学和动画动作捕捉方法在生产参与者特定的,缩放头像
人体运动的三维动作捕捉在动画和生物力学中已经在相对独立和平行的领域发展起来。这两个学科使用不同的语言、软件、计算模型,并且有不同的目标。因此,在生命科学中,人类运动主要作为非视觉生物力学数据进行分析。然而,动画中的人体运动可视化通常缺乏娱乐行业所需的准确性。该项目从这两个学科中汲取灵感,开发了一种新的方法来创建参与者特定的动作捕捉骨骼,这些骨骼被重新定位到参与者特定的、按解剖比例缩放的人形化身上。在这种新方法中使用的自定义动作捕捉标记位置,骨架和角色缩放旨在保持高水平的运动保真度,并最大限度地减少参与者和角色运动之间的差异。这一过程已被用于舞蹈等美学运动的可视化,并为生成数字替身提供了一步,这可以促进全身沉浸在数字环境中。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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