Integration of motion control techniques for virtual human and avatar real-time animation
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Virtual prototyping has become an important part during the product development process. The common way to let a user interact with the virtual prototype is the use of a three dimensional virtual mannequin that is controlled by the user. These human figure ...
Motion LoD (Level of Detail) is a preprocessing technique that generates multiple details of captured motion by eliminating joints. This LoD technique is applied to movie, game or VR environments for the purpose of improving speed of crowd animation. So fa ...
In this paper we address the problem of creating accurate joint models from real motions while allowing scalability. We propose an automatic method to model, scale, and simulate non-idealized joints from the external motion of markers. We demonstrate the m ...
The growth of motion capture systems have contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the captured mot ...
The growth of motion capture systems has contributed to the proliferation of human motion database, mainly because human motion is important in many applications, ranging from games entertainment and films to sports and medicine. However, the various captu ...
In this paper, we present an analytic-iterative Inverse Kinematics (IK) method, called Sequential lK (SIK), that reconstructs 3D human full-body movements in real time. The input data for the reconstruction is the least possible (i.e., the positions of wri ...
The growth of motion capture systems have Contributed to the proliferation of human motion database. mainly because human motion is important in many applications, ranging from games entertainment and films to spot IS and medicine However, the captured mot ...
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Despite the large success of games grounded on movement-based interactions the current state of full body motion capture technologies still prevents the exploitation of precise interactions with complex environments. This paper focuses on ensuring a precis ...
The context of this work is the search for realism and believability of Virtual Humans. Our contribution to achieve this goal is to enable Virtual Humans (VH) to react to spontaneous events in virtual environments (VE). In order to reflect the individualit ...
Motion capture data is now widely available to create realistic character animation. However, it is difficult to reuse without any additional information. For this reason, annotating motion data with kinematic constraints is a clever step to ease further o ...