A multi-resolution approach for adapting close character interaction

Edmond S. L. Ho, He Wang, T. Komura
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引用次数: 12

Abstract

Synthesizing close interactions such as dancing and fighting between characters is a challenging problem in computer animation. While encouraging results are presented in [Ho et al. 2010], the high computation cost makes the method unsuitable for interactive motion editing and synthesis. In this paper, we propose an efficient multiresolution approach in the temporal domain for editing and adapting close character interactions based on the Interaction Mesh framework. In particular, we divide the original large spacetime optimization problem into multiple smaller problems such that the user can observe the adapted motion while playing-back the movements during run-time. Our approach is highly parallelizable, and achieves high performance by making use of multi-core architectures. The method can be applied to a wide range of applications including motion editing systems for animators and motion retargeting systems for humanoid robots.
一种适应近距离角色交互的多分辨率方法
合成人物之间的亲密互动,如舞蹈和打斗,是计算机动画中的一个具有挑战性的问题。虽然[Ho et al. 2010]给出了令人鼓舞的结果,但高计算成本使得该方法不适合交互式运动编辑和合成。在本文中,我们提出了一种有效的多分辨率方法,用于编辑和适应基于交互网格框架的近距离字符交互。特别地,我们将原来的大的时空优化问题分解成多个较小的问题,这样用户可以在运行时回放运动时观察到适应的运动。我们的方法是高度并行的,并通过使用多核架构实现高性能。该方法可应用于广泛的应用,包括用于动画师的运动编辑系统和用于类人机器人的运动重定向系统。
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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