精度:为接触丰富的角色动画预计算环境语义

Mubbasir Kapadia, Xianghao Xu, Maurizio Nitti, Marcelo Kallmann, Stelian Coros, R. Sumner, M. Gross
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引用次数: 21

摘要

高质量动作捕捉数据的广泛可用性和动画虚拟角色解决方案的成熟为下一代交互式虚拟世界铺平了道路,这些虚拟世界展示了角色和他们所居住的环境之间复杂的互动。然而,目前的运动合成技术还没有被设计成适应复杂环境和接触丰富的运动,这就要求环境设计师手动将运动语义嵌入到环境几何中,以解决在线运动合成问题。本文提出了一种自动分析动作和环境的方法,以表示环境可以提供角色移动的不同方式。我们提取了角色丰富接触动作的显著特征,并检测环境中的有效过渡,其中每个动作都是可能的,以及额外的语义,告知角色在运动期间可以使用环境的哪些表面作为支持。预先计算的运动语义可以很容易地集成到标准的导航和动画管道中,从而大大增强虚拟角色的运动能力。我们方法的计算效率使两个额外的应用成为可能。环境设计师可以交互式地设计新环境,并获得关于角色可能如何互动的即时反馈,这可以用于迭代建模和改进。最终用户可以动态地编辑虚拟世界,角色将自动适应环境的变化在他们的运动策略。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Precision: precomputing environment semantics for contact-rich character animation
The widespread availability of high-quality motion capture data and the maturity of solutions to animate virtual characters has paved the way for the next generation of interactive virtual worlds exhibiting intricate interactions between characters and the environments they inhabit. However, current motion synthesis techniques have not been designed to scale with complex environments and contact-rich motions, requiring environment designers to manually embed motion semantics in the environment geometry in order to address online motion synthesis. This paper presents an automated approach for analyzing both motions and environments in order to represent the different ways in which an environment can afford a character to move. We extract the salient features that characterize the contact-rich motion repertoire of a character and detect valid transitions in the environment where each of these motions may be possible, along with additional semantics that inform which surfaces of the environment the character may use for support during the motion. The precomputed motion semantics can be easily integrated into standard navigation and animation pipelines in order to greatly enhance the motion capabilities of virtual characters. The computational efficiency of our approach enables two additional applications. Environment designers can interactively design new environments and get instant feedback on how characters may potentially interact, which can be used for iterative modeling and refinement. End users can dynamically edit virtual worlds and characters will automatically accommodate the changes in the environment in their movement strategies.
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