Editing dynamic properties of captured human motion

Zoran Popovic
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引用次数: 18

Abstract

In contrast to most physically based animation techniques that synthesize human motion from scratch, we take the approach of motion transformation as the underlying paradigm for generating computer animation. In doing so we combine the expressive richness of an input animation sequence with the controllability of space-time optimization to create a wide range of realistic character animation. The space-time dynamics formulation also allows editing of intuitive, high-level motion concepts such as the time and placement of footprints, length and mass of various extremities number of body joints and gravity. Our algorithm is well suited for the reuse of highly-detailed captured motion animation. We report application of our algorithm on two such sequences: human run and human jump. As a result, both of these sequences produced a wide range of realistic motions. We show by DOF comparison how closely the resulting motion matches the reality.
编辑捕获的人体运动的动态属性
与大多数基于物理的从头合成人体运动的动画技术相比,我们采用运动转换的方法作为生成计算机动画的基本范式。在此过程中,我们将输入动画序列的表现力丰富性与时空优化的可控性相结合,以创建范围广泛的逼真角色动画。时空动力学公式还允许编辑直观的高级运动概念,例如足迹的时间和位置,各种四肢的长度和质量,身体关节的数量和重力。我们的算法非常适合于高细节捕获的运动动画的重用。我们报告了我们的算法在两个这样的序列上的应用:人跑和人跳。因此,这两个序列产生了广泛的现实运动。我们通过DOF比较来展示最终的运动与现实的匹配程度。
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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