Avatar Tracking Control with Generations of Physically Natural Responses on Contact to Reduce Performers’ Loads

Kento Sugimori, Hironori Mitake, Hirohito Sato, Kensho Oguri, S. Hasegawa
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引用次数: 2

Abstract

The real-time performance of motion-captured avatars in virtual space is becoming increasingly popular, especially within applications including social virtual realities (VRs), virtual performers (e.g., virtual YouTubers), and VR games. Such applications often include contact between multiple avatars or between avatars and objects as communication or gameplay. However, most current applications do not solve the effects of contact for avatars, causing penetration or unnatural behavior to occur. In reality, no contact with the player’s body occurs; nevertheless, the player must perform as if contact occurred. While physics simulation can solve the contact issue, the naive use of physics simulation causes tracking delay. We propose a novel avatar tracking controller with feedforward control. Our method enables quick, accurate tracking and flexible motion in response to contacts. Furthermore, the technique frees avatar performers from the loads of performing as if contact occurred. We implemented our method and experimentally evaluated the naturalness of the resulting motions and our approach’s effectiveness in reducing performers’ loads.
角色跟踪控制与世代的物理自然反应的接触,以减少表演者的负荷
动作捕捉的虚拟化身在虚拟空间中的实时表现正变得越来越受欢迎,特别是在社交虚拟现实(VR)、虚拟表演者(例如虚拟youtube播主)和虚拟现实游戏等应用中。这类应用通常包括多个化身之间的接触,或者化身与物体之间的交流或游戏玩法。然而,目前的大多数应用程序并没有解决虚拟角色接触的影响,导致渗透或不自然的行为发生。在现实中,玩家的身体不会发生任何接触;然而,玩家必须表现得好像发生了接触。物理仿真可以解决接触问题,但单纯使用物理仿真会造成跟踪延迟。提出了一种具有前馈控制的虚拟人物跟踪控制器。我们的方法使快速,准确的跟踪和灵活的运动响应接触。此外,该技术将化身表演者从表演的负担中解放出来,就好像发生了接触一样。我们实现了我们的方法,并通过实验评估了结果运动的自然性以及我们的方法在减少表演者负荷方面的有效性。
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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