应用逆运动学的两足人物移动在不同的地形

Ł. Burdka, P. Rohleder
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引用次数: 0

摘要

提出了一种针对不同地形和环境的电子游戏动画角色姿态调整问题的解决方案。在每一款现代电子游戏中,这都是一项重要的任务,因为它非常关注动画角色。不解决这个问题会导致主要的视觉故障,比如腿悬停在地面上,或者在移动时穿透障碍物。在这项工作中,所描述的问题可以通过实时检查周围环境并将逆运动学(IK)作为当前使用的动画的程序后处理来有效地解决。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Applied inverse kinematics for bipedal characters moving on the diverse terrain
A solution to the problem of adjusting the pose of an animated video game character to the diverse terrain and surroundings is proposed. It is an important task in every modern video game where there is a~focus on animated characters. Not addressing this issue leads to major visual glitches such as legs hovering above the ground surface, or penetrating the obstacles while moving. As presented in this work, the described problem can be effectively solved by examining the surroundings in real-time and applying Inverse Kinematics (IK) as a~procedural post process to the currently used animation.
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来源期刊
Machine Graphics and Vision
Machine Graphics and Vision Computer Science-Computer Graphics and Computer-Aided Design
CiteScore
0.40
自引率
0.00%
发文量
1
期刊介绍: Machine GRAPHICS & VISION (MGV) is a refereed international journal, published quarterly, providing a scientific exchange forum and an authoritative source of information in the field of, in general, pictorial information exchange between computers and their environment, including applications of visual and graphical computer systems. The journal concentrates on theoretical and computational models underlying computer generated, analysed, or otherwise processed imagery, in particular: - image processing - scene analysis, modeling, and understanding - machine vision - pattern matching and pattern recognition - image synthesis, including three-dimensional imaging and solid modeling
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