Motion editing with spacetime constraints

Michael Gleicher
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引用次数: 320

Abstract

In this paper, we present a method for editing a pre-existing motion such that it meets new needs yet preserves as much of the original quality as possible. Our approach enables the user to interactively position characters using direct manipulation. A spacetime constraints solver finds these positions while considering the entire motion. This paper discusses the three central challenges of creating such an approach: defining a constraint formulation that is rich enough to be effective, yet simple enough to afford fast solution; providing a solver that is fast enough to solve the constraint problems at interactive rates; and creating an interface that allows users to specify and visualize changes to entire motions. We present examples with a prototype system that permits interactive motion editing for articulated 3D characters on personal computers. I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism – Animation; I.3.6 [Computer Graphics]: Methodology and Techniques Interaction Techniques; G.1.6 [Numerical Analysis]: Optimization. Spacetime Constraints, Motion Displacement Mapping.
具有时空约束的运动编辑
在本文中,我们提出了一种编辑预先存在的运动的方法,使其满足新的需求,同时保留尽可能多的原始质量。我们的方法使用户能够使用直接操作交互式地定位字符。时空约束求解器在考虑整个运动时找到这些位置。本文讨论了创建这种方法的三个主要挑战:定义一个足够丰富以有效的约束公式,但又足够简单以提供快速解决方案;提供足够快的求解器,以交互速率解决约束问题;并创建一个界面,允许用户指定和可视化整个运动的变化。我们提出了一个原型系统的例子,该系统允许在个人电脑上对铰接的3D字符进行交互式运动编辑。I.3.7[计算机图形学]:三维图形和现实主义-动画;I.3.6【计算机图形学】:方法论与技术交互技术;G.1.6[数值分析]:优化。时空约束,运动位移映射。
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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