A dead-reckoning algorithm for virtual human figures

T. Çapin, I. Pandzic
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引用次数: 48

Abstract

In networked virtual environments, when the participants are represented by virtual human figures, the articulated structure of the human body introduces a new complexity in the usage of the network resources. This might create a significant overhead in communication, especially as the number of participants in the simulation increases. In addition, the animation should be realistic, as it is easy to recognize anomalies in the virtual human animation. This requires real-time algorithms to decrease the network overhead while considering characteristics of body motion. The dead-reckoning technique is a way to decrease the number of messages communicated among the participants, and has been used for simple non-articulated objects in popular systems. The authors introduce a dead-reckoning technique for articulated virtual human figures based on Kalman filtering, discuss main issues and present experimental results.
虚拟人物的航位推算算法
在网络化的虚拟环境中,当参与者被虚拟的人体形象所代表时,人体的关节结构给网络资源的使用带来了新的复杂性。这可能会在通信方面造成很大的开销,特别是当模拟中的参与者数量增加时。此外,动画应该是真实的,因为它很容易识别虚拟人动画中的异常。这需要实时算法在考虑身体运动特征的同时减少网络开销。航位推算技术是一种减少参与者之间通信的消息数量的方法,在流行的系统中已用于简单的非铰接对象。介绍了一种基于卡尔曼滤波的铰接虚拟人物图航位推算技术,讨论了主要问题并给出了实验结果。
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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