运动纹理:用于角色运动合成的两级统计模型

Yan Li, Tianshu Wang, H. Shum
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引用次数: 505

摘要

在本文中,我们描述了一种称为运动纹理的新技术,用于合成复杂的人体运动(例如跳舞),该技术在统计上与原始运动捕获数据相似。我们将运动纹理定义为一组运动纹理及其分布,这些纹理表征了捕获运动的随机性和动态性。具体来说,运动纹理是由线性动态系统(LDS)建模的,而纹理分布是由一个过渡矩阵表示的,该矩阵表示每个纹理切换到另一个纹理的可能性。我们设计了一种最大似然算法,从捕获的舞蹈动作中学习动作文本及其关系。学习到的运动纹理可以用来自动生成新的动画和/或交互式编辑动画序列。最有趣的是,运动纹理可以在不同的关卡中进行操作,无论是通过在纹理级别上改变特定运动的细节,还是通过在分布级别上设计新的编排。我们的方法是由许多合成序列视觉上引人注目的舞蹈动作证明。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Motion texture: a two-level statistical model for character motion synthesis
In this paper, we describe a novel technique, called motion texture, for synthesizing complex human-figure motion (e.g., dancing) that is statistically similar to the original motion captured data. We define motion texture as a set of motion textons and their distribution, which characterize the stochastic and dynamic nature of the captured motion. Specifically, a motion texton is modeled by a linear dynamic system (LDS) while the texton distribution is represented by a transition matrix indicating how likely each texton is switched to another. We have designed a maximum likelihood algorithm to learn the motion textons and their relationship from the captured dance motion. The learnt motion texture can then be used to generate new animations automatically and/or edit animation sequences interactively. Most interestingly, motion texture can be manipulated at different levels, either by changing the fine details of a specific motion at the texton level or by designing a new choreography at the distribution level. Our approach is demonstrated by many synthesized sequences of visually compelling dance motion.
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