Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping
Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armat...
Ausführliche Beschreibung
Autor*in: |
Andrea Sanna [verfasserIn] Fabrizio Lamberti [verfasserIn] Gianluca Paravati [verfasserIn] Gilles Carlevaris [verfasserIn] Paolo Montuschi [verfasserIn] |
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E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2015 |
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Übergeordnetes Werk: |
In: EAI Endorsed Transactions on Creative Technologies - European Alliance for Innovation (EAI), 2015, 2(2015), 2, Seite 10 |
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Übergeordnetes Werk: |
volume:2 ; year:2015 ; number:2 ; pages:10 |
Links: |
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DOI / URN: |
10.4108/ct.2.2.e6 |
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Katalog-ID: |
DOAJ072278838 |
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10.4108/ct.2.2.e6 doi (DE-627)DOAJ072278838 (DE-599)DOAJ78e01fa49fc842aeafc941d60e6bde83 DE-627 ger DE-627 rakwb eng Andrea Sanna verfasserin aut Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping 2015 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals. virtual character animation automatic armature mapping motion capture graph similarity forward kinematics inverse kinematics Technology T Fabrizio Lamberti verfasserin aut Gianluca Paravati verfasserin aut Gilles Carlevaris verfasserin aut Paolo Montuschi verfasserin aut In EAI Endorsed Transactions on Creative Technologies European Alliance for Innovation (EAI), 2015 2(2015), 2, Seite 10 (DE-627)1760650145 24099708 nnns volume:2 year:2015 number:2 pages:10 https://doi.org/10.4108/ct.2.2.e6 kostenfrei https://doaj.org/article/78e01fa49fc842aeafc941d60e6bde83 kostenfrei http://eudl.eu/doi/10.4108/ct.2.2.e6 kostenfrei https://doaj.org/toc/2409-9708 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 2 2015 2 10 |
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10.4108/ct.2.2.e6 doi (DE-627)DOAJ072278838 (DE-599)DOAJ78e01fa49fc842aeafc941d60e6bde83 DE-627 ger DE-627 rakwb eng Andrea Sanna verfasserin aut Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping 2015 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals. virtual character animation automatic armature mapping motion capture graph similarity forward kinematics inverse kinematics Technology T Fabrizio Lamberti verfasserin aut Gianluca Paravati verfasserin aut Gilles Carlevaris verfasserin aut Paolo Montuschi verfasserin aut In EAI Endorsed Transactions on Creative Technologies European Alliance for Innovation (EAI), 2015 2(2015), 2, Seite 10 (DE-627)1760650145 24099708 nnns volume:2 year:2015 number:2 pages:10 https://doi.org/10.4108/ct.2.2.e6 kostenfrei https://doaj.org/article/78e01fa49fc842aeafc941d60e6bde83 kostenfrei http://eudl.eu/doi/10.4108/ct.2.2.e6 kostenfrei https://doaj.org/toc/2409-9708 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 2 2015 2 10 |
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10.4108/ct.2.2.e6 doi (DE-627)DOAJ072278838 (DE-599)DOAJ78e01fa49fc842aeafc941d60e6bde83 DE-627 ger DE-627 rakwb eng Andrea Sanna verfasserin aut Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping 2015 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals. virtual character animation automatic armature mapping motion capture graph similarity forward kinematics inverse kinematics Technology T Fabrizio Lamberti verfasserin aut Gianluca Paravati verfasserin aut Gilles Carlevaris verfasserin aut Paolo Montuschi verfasserin aut In EAI Endorsed Transactions on Creative Technologies European Alliance for Innovation (EAI), 2015 2(2015), 2, Seite 10 (DE-627)1760650145 24099708 nnns volume:2 year:2015 number:2 pages:10 https://doi.org/10.4108/ct.2.2.e6 kostenfrei https://doaj.org/article/78e01fa49fc842aeafc941d60e6bde83 kostenfrei http://eudl.eu/doi/10.4108/ct.2.2.e6 kostenfrei https://doaj.org/toc/2409-9708 Journal toc kostenfrei GBV_USEFLAG_A SYSFLAG_A GBV_DOAJ SSG-OLC-PHA GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 2 2015 2 10 |
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Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping virtual character animation automatic armature mapping motion capture graph similarity forward kinematics inverse kinematics |
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Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping |
abstract |
Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals. |
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Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals. |
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Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents two methodologies for the automatic mapping of a human skeleton onto virtual character armatures. Kinematics chains of the human skeleton are analyzed in order to map joints, bones and end-effectors onto an arbitrary shaped armatures. Both forward and inverse kinematics are considered. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Results show that the proposed solution can already be used to animate truly different characters ranging from a Pixar-like lamp to different kinds of animals. |
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Virtual Character Animations from Human Body Motion by Automatic Direct and Inverse Kinematics-based Mapping |
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|
score |
7.401268 |