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REAL-TIME MOTION GENERATION OF ARTICULATED FIGURES USING PUPPET/MARIONETTE METAPHOR FOR INTERACTIVE ANIMATION SYSTEMS

机译:交互式动画系统中使用Puppet / Marionette隐喻实时生成关节图形的动作

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For computer animation creation, character-motion design is very laborious work. So the author has proposed new motion generation method using a puppet metaphor. This method uses the set of a data-glove and a magnetic motion sensor as a real-time input device. The user creates the motion of an articulated figure by his/her hand action like playing a puppet. However, the number of a hand's joints is not enough to fully control an articulated figure. Any other metaphor or constraints are necessary to more effectively generate the motion of an articulated figure. Actually in the real world, a human action is performed in the gravity field and usually on a floor or the ground. Similarly a marionette action is also performed based on the physics of the gravity and the ground contact constraint and the marionette action has enough reality as one of entertainments. In this way, to introduce the physical constraint of the gravity and the ground contact is one of solutions that make it easier to generate the motion of an articulated figure. In this paper, the authors propose such motion generation method using a marionette metaphor besides a puppet metaphor.
机译:对于计算机动画创作,角色动作设计是非常费力的工作。因此,作者提出了一种利用木偶隐喻的新运动生成方法。此方法使用一组数据手套和一个磁运动传感器作为实时输入设备。用户通过像玩木偶一样的手势来创建关节人物的动作。但是,手的关节数量不足以完全控制关节形状。任何其他隐喻或约束对于更有效地生成关节人物的动作都是必需的。实际上,在现实世界中,人类的动作是在重力场中执行的,通常是在地板或地面上。类似地,还基于重力和地面接触约束条件来执行木偶动作,并且该木偶动作作为娱乐之一具有足够的现实性。以此方式,引入重力和地面接触的物理约束是使得更容易产生关节运动的运动的解决方案之一。在本文中,作者提出了一种使用木偶比喻和木偶比喻的运动生成方法。

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