行走比率:虚拟角色感知人类行走的一个不变参数

Benjamin Niay, A. Olivier, Katja Zibrek, J. Pettré, Ludovic Hoyet
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引用次数: 1

摘要

在动画中,合成看起来真实多样的动作是一项具有挑战性的任务。因此,当创造一群行走的虚拟角色时,通常会使用一些通用的行走动作,导致缺乏变化,因为动作不一定适应每个虚拟角色的特征。虽然已经做出了一些尝试来创造变化,但似乎有必要确定影响用户对这些变化的看法的相关参数,以便在计算成本和现实主义之间保持良好的权衡。因此,在本文中,我们研究了观众识别人类行走的一个不变参数的能力,该参数被称为行走比(步长与步频比),该参数被证明是特定于每个个体的,并且对于不同的速度是恒定的,但从未用于驱动虚拟角色的动画。为此,我们拍摄了两名女性和两名男性演员以不同的自由选择的速度行走,以及以不同的步频和步长组合行走。然后,我们进行了一项感知研究,以确定每个演员在动画虚拟角色时认为最自然的行走比例,并将其与演员在动作捕捉过程中自由选择的行走比例进行比较。我们发现,观察者选择的步行比例在文献中测量的步行比例范围内,并且参与者感知到动画男性和女性角色之间的步行比例差异,这在生物力学文献中得到了证明。我们的研究结果为以行走比例为参数驱动行走虚拟角色的动画提供了新的思路,并可能为动画师提供通过简单参数控制角色行走速度的新方法,同时保持运动的自然性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Walk Ratio: Perception of an Invariant Parameter of Human Walk on Virtual Characters
Synthesizing motions that look realistic and diverse is a challenging task in animation. Therefore, a few generic walking motions are typically used when creating crowds of walking virtual characters, leading to a lack of variations as motions are not necessarily adapted to each and every virtual character’s characteristics. While some attempts have been made to create variations, it appears necessary to identify the relevant parameters that influence users’ perception of such variations to keep a good trade-off between computational costs and realism. In this paper, we therefore investigate the ability of viewers to identify an invariant parameter of human walking named the Walk Ratio (step length to step frequency ratio), which was shown to be specific to each individual and constant for different speeds, but which has never been used to drive animations of virtual characters. To this end, we captured 2 female and 2 male actors walking at different freely chosen speeds, as well as at different combinations of step frequency and step length. We then performed a perceptual study to identify the Walk Ratio that was perceived as the most natural for each actor when animating a virtual character, and compared it to the Walk Ratio freely chosen by the actor during the motion capture session. We found that Walk Ratios chosen by observers were in the range of Walk Ratios measured in the literature, and that participants perceived differences between the Walk Ratios of animated male and female characters, as evidenced in the biomechanical literature. Our results provide new considerations to drive the animation of walking virtual characters using the Walk Ratio as a parameter, and might provide animators with novel means to control the walking speed of characters through simple parameters while retaining the naturalness of the locomotion.
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