Normalized Euclidean distance matrices for human motion retargeting

Antonin Bernardin, Ludovic Hoyet, A. Mucherino, D. Gonçalves, F. Multon
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引用次数: 12

Abstract

In character animation, it is often the case that motions created or captured on a specific morphology need to be reused on characters having a different morphology while maintaining specific relationships such as body contacts or spatial relationships between body parts. This process, called motion retargeting, requires determining which body part relationships are important in a given animation. This paper presents a novel frame-based approach to motion retargeting which relies on a normalized representation of body joints distances. We propose to abstract postures by computing all the inter-joint distances of each animation frame and store them in Euclidean Distance Matrices (EDMs). They 1) present the benefits of capturing all the subtle relationships between body parts, 2) can be adapted through a normalization process to create a morphology-independent distance-based representation, and 3) can be used to efficiently compute retargeted joint positions best satisfying newly computed distances. We demonstrate that normalized EDMs can be efficiently applied to a different skeletal morphology by using a Distance Geometry Problem (DGP) approach, and present results on a selection of motions and skeletal morphologies. Our approach opens the door to a new formulation of motion retargeting problems, solely based on a normalized distance representation.
人体运动重定向的归一化欧氏距离矩阵
在角色动画中,通常情况下,在特定形态上创建或捕获的动作需要在具有不同形态的角色上重复使用,同时保持特定关系,如身体接触或身体部位之间的空间关系。这个过程称为运动重定向,需要确定在给定动画中哪个身体部位的关系是重要的。本文提出了一种新的基于帧的运动重定向方法,该方法依赖于身体关节距离的规范化表示。我们提出通过计算每个动画帧的所有关节间距离来抽象姿态,并将其存储在欧几里得距离矩阵(edm)中。它们1)展示了捕获身体部位之间所有微妙关系的好处,2)可以通过规范化过程进行调整,以创建与形态无关的基于距离的表示,3)可以用来有效地计算最符合新计算距离的重定向关节位置。通过使用距离几何问题(DGP)方法,我们证明了规范化edm可以有效地应用于不同的骨骼形态,并给出了运动和骨骼形态选择的结果。我们的方法为运动重定向问题的新公式打开了大门,仅基于标准化的距离表示。
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