混合合成生成运动中的避碰动画

Konstantinos Kalatzis, K. Moustakas
{"title":"混合合成生成运动中的避碰动画","authors":"Konstantinos Kalatzis, K. Moustakas","doi":"10.1109/CW52790.2021.00024","DOIUrl":null,"url":null,"abstract":"Recent techniques of deep supervised learning have shown success in the domain of locomotion, providing high-quality and very realistic results. However, extending these systems to support further animation possibilities, with the character adapting to its environment and interacting with objects on a scene remains a challenging task. Manually specifying key frames to produce motion for individual interactions, can be a tedious and expensive task. In this paper, an inverse kinematic approach is discussed for collision avoidance with objects, as a way for extending the animation capabilities of characters. The system is based on the FABRIK algorithm in Unity3D for collision avoidance with objects of different sizes and geometry. The scalability of the system is demonstrated as it works with both quadruped and biped characters in real-time.","PeriodicalId":199618,"journal":{"name":"2021 International Conference on Cyberworlds (CW)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Blending Collision Avoidance Animation in Synthetically Generated Locomotion\",\"authors\":\"Konstantinos Kalatzis, K. Moustakas\",\"doi\":\"10.1109/CW52790.2021.00024\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Recent techniques of deep supervised learning have shown success in the domain of locomotion, providing high-quality and very realistic results. However, extending these systems to support further animation possibilities, with the character adapting to its environment and interacting with objects on a scene remains a challenging task. Manually specifying key frames to produce motion for individual interactions, can be a tedious and expensive task. In this paper, an inverse kinematic approach is discussed for collision avoidance with objects, as a way for extending the animation capabilities of characters. The system is based on the FABRIK algorithm in Unity3D for collision avoidance with objects of different sizes and geometry. The scalability of the system is demonstrated as it works with both quadruped and biped characters in real-time.\",\"PeriodicalId\":199618,\"journal\":{\"name\":\"2021 International Conference on Cyberworlds (CW)\",\"volume\":\"39 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-09-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 International Conference on Cyberworlds (CW)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CW52790.2021.00024\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 International Conference on Cyberworlds (CW)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CW52790.2021.00024","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

最近的深度监督学习技术在运动领域取得了成功,提供了高质量和非常逼真的结果。然而,扩展这些系统以支持进一步的动画可能性,使角色适应其环境并与场景中的对象进行交互仍然是一项具有挑战性的任务。手动指定关键帧来为单个交互生成动作,可能是一项乏味且昂贵的任务。在本文中,讨论了一种逆运动学方法来避免与物体的碰撞,作为一种扩展角色动画能力的方法。该系统基于Unity3D中的FABRIK算法来避免不同尺寸和几何形状物体的碰撞。通过对四足和两足动物的实时处理,验证了该系统的可扩展性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Blending Collision Avoidance Animation in Synthetically Generated Locomotion
Recent techniques of deep supervised learning have shown success in the domain of locomotion, providing high-quality and very realistic results. However, extending these systems to support further animation possibilities, with the character adapting to its environment and interacting with objects on a scene remains a challenging task. Manually specifying key frames to produce motion for individual interactions, can be a tedious and expensive task. In this paper, an inverse kinematic approach is discussed for collision avoidance with objects, as a way for extending the animation capabilities of characters. The system is based on the FABRIK algorithm in Unity3D for collision avoidance with objects of different sizes and geometry. The scalability of the system is demonstrated as it works with both quadruped and biped characters in real-time.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信