Real-Time Generation of Leg Animation for Walking-in-Place Techniques

Jingbo Zhao, Zhetao Wang, Yiqin Peng, Yaojun Wang
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引用次数: 2

Abstract

Generating forward-backward self-representation leg animation in virtual environments for walking-in-place (WIP) techniques is an underexplored research topic. A challenging aspect of the problem is to find an appropriate mapping from tracked vertical foot motion to natural cyclical movements of real walking. In this work, we present a kinematic approach based on animation rigging to generating real-time leg animation. Our method works by tracking vertical in-place foot movements of a user with a Kinect v2 sensor and mapping tracked foot height to inverse kinematics (IK) targets. These IK targets were aligned with an avatar's feet to guide the virtual feet to perform cyclic walking motions. We conducted a user study to evaluate our approach. Results showed that the proposed method produced compelling forward-backward leg animation during walking. We show that the proposed technique can be easily integrated into existing WIP techniques.
实时生成的腿部动画在原地行走技术
在虚拟环境中为原地行走(WIP)技术生成前后向自表示腿部动画是一个尚未充分开发的研究课题。该问题的一个具有挑战性的方面是找到从跟踪的垂直足部运动到真实行走的自然周期性运动的适当映射。在这项工作中,我们提出了一种基于动画索具的运动学方法来生成实时腿部动画。我们的方法是通过使用Kinect v2传感器跟踪用户的垂直足部运动,并将跟踪的足部高度映射到逆运动学(IK)目标。这些IK目标与虚拟角色的脚对齐,以指导虚拟脚执行循环行走动作。我们进行了一项用户研究来评估我们的方法。结果表明,该方法在行走过程中产生了引人注目的腿部前后移动动画。我们证明了所提出的技术可以很容易地集成到现有的在制品技术中。
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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