Perceiving human motion variety

M. Prazák, C. O'Sullivan
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引用次数: 18

Abstract

In order to simulate plausible groups or crowds of virtual characters, it is important to ensure that the individuals in a crowd do not look, move, behave or sound identical to each other. Such obvious 'cloning' can be disconcerting and reduce the engagement of the viewer with an animated movie, virtual environment or game. In this paper, we focus in particular on the problem of motion cloning, i. e., where the motion from one person is used to animate more than one virtual character model. Using our database of motions captured from 83 actors (45M and 38F), we present an experimental framework for evaluating human motion, which allows both the static (e.g., skeletal structure) and dynamic aspects (e.g., walking style) of an animation to be controlled. This framework enables the creation of crowd scenarios using captured human motions, thereby generating simulations similar to those found in commercial games and movies, while allowing full control over the parameters that affect the perceived variety of the individual motions in a crowd. We use the framework to perform an experiment on the perception of characteristic walking motions in a crowd, and conclude that the minimum number of individual motions needed for a crowd to look varied could be as low as three. While the focus of this paper was on the dynamic aspects of animation, our framework is general enough to be used to explore a much wider range of factors that affect the perception of characteristic human motion.
感知人类动作的变化
为了模拟一群虚拟角色,确保人群中的个体看起来、移动、行为或声音都不相同是很重要的。这种明显的“克隆”可能会令人不安,并降低观众对动画电影、虚拟环境或游戏的参与度。在本文中,我们特别关注运动克隆的问题,即一个人的运动被用来动画多个虚拟角色模型。利用我们从83个演员(45米和38英尺)捕获的运动数据库,我们提出了一个评估人体运动的实验框架,它允许控制动画的静态(例如骨骼结构)和动态方面(例如步行风格)。这个框架可以使用捕捉到的人类动作来创建人群场景,从而产生类似于商业游戏和电影中的模拟,同时允许完全控制影响人群中感知到的个体动作变化的参数。我们使用该框架对人群中特征行走动作的感知进行了实验,并得出结论,人群中看起来不同的个体动作的最小数量可能低至3个。虽然本文的重点是动画的动态方面,但我们的框架足够通用,可以用于探索影响人类特征运动感知的更广泛因素。
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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