A Robust Balance Strategy Applied to Real-Time Animation Data with Kinect Sensor

Danilo Borges da Silva, C. Vidal, J. B. C. Neto, Italo N. S. Pessoa, Rubens Fernandes Nunes
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引用次数: 2

Abstract

The hardware evolution had promoted amazing possibilities of interaction in virtual environments, attracting a lot of research in the most diverse fields, especially in games. In this work, we explore the animation data captured by Microsoft Kinect in real-time for developing user interaction in a virtual simulated environment. We use physically based characters with balance treatment and proportional-derivative controllers to track the user's reference joints, making use of internal torques. For this, we show a strategy of contact that allows great stability for the character with artificial torques to the standing foot, and a policy of support changes that have three elements: the feet' positions from Kinect data, the support configuration of the virtual character and a virtual step strategy inspired by SIMBICON (Simple Biped Locomotion Control). As results, we expose the controller's abilities and interactivity in real-time without use of optimization or inverse dynamics.
基于Kinect传感器的实时动画数据鲁棒平衡策略
硬件的发展促进了虚拟环境中交互的可能性,吸引了许多不同领域的研究,尤其是在游戏领域。在这项工作中,我们探索了微软Kinect实时捕获的动画数据,用于在虚拟模拟环境中开发用户交互。我们使用基于物理的角色与平衡处理和比例导数控制器来跟踪用户的参考关节,利用内部扭矩。为此,我们展示了一种接触策略,该策略通过对站立脚的人工扭矩为角色提供了极大的稳定性,以及一种支持变化策略,该策略包含三个元素:来自Kinect数据的脚的位置,虚拟角色的支持配置和受SIMBICON(简单双足运动控制)启发的虚拟步策略。因此,我们在不使用优化或逆动力学的情况下实时暴露了控制器的能力和交互性。
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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