Real time whole body motion mapping for avatars and robots

B. Spanlang, Xavi Navarro, Jean-Marie Normand, Sameer Kishore, Rodrigo Pizarro, M. Slater
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引用次数: 31

Abstract

We describe a system that allows for controlling different robots and avatars from a real time motion stream. The underlying problem is that motion data from tracking systems is usually represented differently to the motion data required to drive an avatar or a robot: there may be different joints, motion may be represented by absolute joint positions and rotations or by a root position, bone lengths and relative rotations in the skeletal hierarchy. Our system resolves these issues by remapping in real time the tracked motion so that the avatar or robot performs motions that are visually close to those of the tracked person. The mapping can also be reconfigured interactively at run-time. We demonstrate the effectiveness of our system by case studies in which a tracked person is embodied as an avatar in immersive virtual reality or as a robot in a remote location. We show this with a variety of tracking systems, humanoid avatars and robots.
用于虚拟角色和机器人的实时全身运动映射
我们描述了一个系统,允许从实时运动流控制不同的机器人和化身。潜在的问题是,来自跟踪系统的运动数据通常与驱动角色或机器人所需的运动数据的表示方式不同:可能存在不同的关节,运动可能由绝对关节位置和旋转表示,也可能由骨骼层次结构中的根位置、骨骼长度和相对旋转表示。我们的系统通过实时重新映射被跟踪的动作来解决这些问题,这样虚拟角色或机器人执行的动作在视觉上与被跟踪的人接近。还可以在运行时交互式地重新配置映射。我们通过案例研究证明了我们系统的有效性,在案例研究中,被跟踪的人被具体化为沉浸式虚拟现实中的化身或远程位置的机器人。我们用各种跟踪系统、人形化身和机器人来证明这一点。
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