Adapting wavelet compression to human motion capture clips

Philippe Beaudoin, Pierre Poulin, M. V. D. Panne
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引用次数: 53

Abstract

Motion capture data is an effective way of synthesizing human motion for many interactive applications, including games and simulations. A compact, easy-to-decode representation is needed for the motion data in order to support the real-time motion of a large number of characters with minimal memory and minimal computational overheads. We present a wavelet-based compression technique that is specially adapted to the nature of joint angle data. In particular, we define wavelet coefficient selection as a discrete optimization problem within a tractable search space adapted to the nature of the data. We further extend this technique to take into account visual artifacts such as footskate. The proposed techniques are compared to standard truncated wavelet compression and principal component analysis based compression. The fast decompression times and our focus on short, recomposable animation clips make the proposed techniques a realistic choice for many interactive applications.
将小波压缩适用于人体动作捕捉片段
运动捕捉数据是合成人体运动的一种有效方法,适用于包括游戏和模拟在内的许多交互式应用。为了以最小的内存和最小的计算开销支持大量角色的实时运动,需要一种紧凑、易于解码的运动数据表示方式。我们提出了一种基于小波的压缩技术,该技术特别适合关节角度数据的性质。特别是,我们将小波系数选择定义为一个离散优化问题,在一个适合数据性质的搜索空间内进行。我们进一步扩展了这一技术,将视觉伪影(如脚底板)考虑在内。我们将所提出的技术与标准截断小波压缩技术和基于主成分分析的压缩技术进行了比较。快速的解压缩时间和我们对短小、可重组动画短片的关注,使我们提出的技术成为许多交互式应用的现实选择。
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