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캐릭터와 주변 환경 간 상관 관계를 기반으로 한 적응형 캐릭터 motion adaptation

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

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주제분류컴퓨터학

초록

Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

Abstract

Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

참고문헌 (11)

  1. M. Choi, "Interactive control of big-object manipulation animation", Computer Animation and Virtual World (CASA 2016), 27(3-4), pp.435~442 (2016)
  2. M. Choi, "Deformable motion : Squeezing into cluttered environments", Computer Graphics Forum, 30(2), pp.445~453 (2011)
  3. D. Jo, "Avatar motion adaptation for AR based 3D tele-conference", Proceedings of the IEEE Workshop on 3DCVE, pp.1~4 (2014)
  4. E. Lyard, "Motion adaptation based on character shape", Computer Animation and Virtual Worlds, 19(3-4), pp.189~198 (2008)
  5. E. Ho, "Spatial relationship pre-serving character motion adaptation", Proceedings of SIGGRAPH ACM Transactions on Graphics, 29(4) (2010)
  6. R. Al-Asqhar, "Relationship descriptors for interactive motion adaptation", Proceedings of 12th ACM SIGGRAPH, 2013, 45~53
  7. J. Lee, "A hierarchical approach to interactive motion editing for human-like figures", Proceedings of the 26th annual conference on computer graphics and interactive technique, pp.39~48 (1999)
  8. D. Holden, "Phase-functioned neural networks for character control", ACM Transactions on Graphics (TOG), 36(4) (2017)
  9. H. Jang, "A variational U-Net for motion retargeting", Proceedings of SIGGRAPH Asia Posters (2018)
  10. C. Kang, "Environment-adaptive contact poses for virtual characters", Computer Graphics Forum, 33(7), pp.1~10 (2014)
  11. Z. Liu, "Surface based motion retargeting by preserving spatial relationship", Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games(MIG) (2018)

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