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Article: Interactive animation of virtual humans based on motion capture data

TitleInteractive animation of virtual humans based on motion capture data
Authors
KeywordsKinematics
Virtual human
Real-time controller design
Dynamics
Real-time animation
Issue Date2009
Citation
Computer Animation and Virtual Worlds, 2009, v. 20, n. 5-6, p. 491-500 How to Cite?
AbstractThis paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework can conduct morphological adaptation as well as kinematic and physically-based corrections. All these solvers are organized in layers in order to be easily combined together. Given locomotion as an example, the system automatically adapts the motion data to the size of the synthetic figure and to its environment; the character will correctly step over complex ground shapes and counteract with external forces applied to the body. Our framework is based on a frame-based solver. This ensures animating hundreds of humanoids with different morphologies in real-time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in an unpredictable way. © 2009 JohnWiley & Sons, Ltd.
Persistent Identifierhttp://hdl.handle.net/10722/288986
ISSN
2023 Impact Factor: 0.9
2023 SCImago Journal Rankings: 0.403
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorMulton, Franck-
dc.contributor.authorKulpa, Richard-
dc.contributor.authorHoyet, Ludovic-
dc.contributor.authorKomura, Taku-
dc.date.accessioned2020-10-12T08:06:23Z-
dc.date.available2020-10-12T08:06:23Z-
dc.date.issued2009-
dc.identifier.citationComputer Animation and Virtual Worlds, 2009, v. 20, n. 5-6, p. 491-500-
dc.identifier.issn1546-4261-
dc.identifier.urihttp://hdl.handle.net/10722/288986-
dc.description.abstractThis paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework can conduct morphological adaptation as well as kinematic and physically-based corrections. All these solvers are organized in layers in order to be easily combined together. Given locomotion as an example, the system automatically adapts the motion data to the size of the synthetic figure and to its environment; the character will correctly step over complex ground shapes and counteract with external forces applied to the body. Our framework is based on a frame-based solver. This ensures animating hundreds of humanoids with different morphologies in real-time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in an unpredictable way. © 2009 JohnWiley & Sons, Ltd.-
dc.languageeng-
dc.relation.ispartofComputer Animation and Virtual Worlds-
dc.subjectKinematics-
dc.subjectVirtual human-
dc.subjectReal-time controller design-
dc.subjectDynamics-
dc.subjectReal-time animation-
dc.titleInteractive animation of virtual humans based on motion capture data-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1002/cav.281-
dc.identifier.scopuseid_2-s2.0-70350345859-
dc.identifier.volume20-
dc.identifier.issue5-6-
dc.identifier.spage491-
dc.identifier.epage500-
dc.identifier.eissn1546-427X-
dc.identifier.isiWOS:000271559700002-
dc.identifier.issnl1546-4261-

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