Interactive animation of virtual humans based on motion capture data

Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review

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Author(s)

  • Franck Multon
  • Richard Kulpa
  • Ludovic Hoyet
  • Taku Komura

Related Research Unit(s)

Detail(s)

Original languageEnglish
Pages (from-to)491-500
Journal / PublicationComputer Animation and Virtual Worlds
Volume20
Issue number5-6
Publication statusPublished - 2009

Abstract

This paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework call 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 all 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 all unpredictable way. Copyright (C) 2009 John Wiley & Sons, Ltd.

Research Area(s)

  • virtual human, real-time animation, kinematics, dynamics, real-time controller design, INVERSE, LOCOMOTION, DYNAMICS, COMPLEX, FILTER

Citation Format(s)

Interactive animation of virtual humans based on motion capture data. / Multon, Franck; Kulpa, Richard; Hoyet, Ludovic; Komura, Taku.

In: Computer Animation and Virtual Worlds, Vol. 20, No. 5-6, 2009, p. 491-500.

Research output: Journal Publications and Reviews (RGC: 21, 22, 62)21_Publication in refereed journalpeer-review