角色动画的感知度量:对弹道运动误差的敏感性

Paul S. A. Reitsma, N. Pollard
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引用次数: 142

摘要

运动捕捉数据和技术,用于混合,编辑和排序,数据可以产生丰富,逼真的角色动画;然而,这些运动处理技术的输出有时显得不自然。例如,动作可能违反物理定律,或者反映了来自人物或环境的不合理力量。虽然诸如此类的问题可以修复,但在实时环境中这样做还不可行。我们感兴趣的是开发方法来估计感知误差的动画人体运动,使运动处理技术的输出质量可以更好地控制,以满足用户的目标。本文介绍了一项研究的结果,用户对错误的敏感性在动画人体运动。系统地将误差添加到人类的跳跃运动中,并测量受试者检测这些误差的能力。我们发现用户能够检测到带有错误的运动,并注意到一些有趣的趋势:水平速度的错误比垂直速度的错误更容易检测到,添加的加速度比添加的减速更容易检测到。在我们的研究结果的基础上,我们提出了一种基于感知的度量,用于测量弹道人体运动的误差。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Perceptual metrics for character animation: sensitivity to errors in ballistic motion
Motion capture data and techniques for blending, editing, and sequencing that data can produce rich, realistic character animation; however, the output of these motion processing techniques sometimes appears unnatural. For example, the motion may violate physical laws or reflect unreasonable forces from the character or the environment. While problems such as these can be fixed, doing so is not yet feasible in real time environments. We are interested in developing ways to estimate perceived error in animated human motion so that the output quality of motion processing techniques can be better controlled to meet user goals.This paper presents results of a study of user sensitivity to errors in animated human motion. Errors were systematically added to human jumping motion, and the ability of subjects to detect these errors was measured. We found that users were able to detect motion with errors, and noted some interesting trends: errors in horizontal velocity were easier to detect than errors in vertical velocity, and added accelerations were easier to detect than added decelerations. On the basis of our results, we propose a perceptually based metric for measuring errors in ballistic human motion.
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