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[Keyword] character animation(3hit)

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  • DualMotion: Global-to-Local Casual Motion Design for Character Animations

    Yichen PENG  Chunqi ZHAO  Haoran XIE  Tsukasa FUKUSATO  Kazunori MIYATA  Takeo IGARASHI  

     
    PAPER

      Pubricized:
    2022/12/07
      Vol:
    E106-D No:4
      Page(s):
    459-468

    Animating 3D characters using motion capture data requires basic expertise and manual labor. To support the creativity of animation design and make it easier for common users, we present a sketch-based interface DualMotion, with rough sketches as input for designing daily-life animations of characters, such as walking and jumping. Our approach enables to combine global motions of lower limbs and the local motion of the upper limbs in a database by utilizing a two-stage design strategy. Users are allowed to design a motion by starting with drawing a rough trajectory of a body/lower limb movement in the global design stage. The upper limb motions are then designed by drawing several more relative motion trajectories in the local design stage. We conduct a user study and verify the effectiveness and convenience of the proposed system in creative activities.

  • Locomotion Control with Inverted Pendulum Model and Hierarchical Low-Dimensional Data

    Ku-Hyun HAN  Byung-Ha PARK  Kwang-Mo JUNG  JungHyun HAN  

     
    LETTER-Computer Graphics

      Pubricized:
    2017/07/27
      Vol:
    E100-D No:11
      Page(s):
    2744-2746

    This paper presents an interactive locomotion controller using motion capture data and an inverted pendulum model (IPM). The motion data of a character is decomposed into those of upper and lower bodies, which are then dimension-reduced via what we call hierarchical Gaussian process dynamical model (H-GPDM). The locomotion controller receives the desired walking direction from the user. It is integrated into the IPM to determine the pose of the center of mass and the stance-foot position of the character. They are input to the H-GPDM, which interpolates the low-dimensional data to synthesise a redirected motion sequence on an uneven surface. The locomotion controller allows the upper and lower bodies to be independently controlled and helps us generate natural locomotion. It can be used in various real-time applications such as games.

  • An Immersive VR System for Sports Education

    Peng SONG  Shuhong XU  Wee Teck FONG  Ching Ling CHIN  Gim Guan CHUA  Zhiyong HUANG  

     
    PAPER-Signal Processing

      Vol:
    E95-D No:5
      Page(s):
    1324-1331

    The development of new technologies has undoubtedly promoted the advances of modern education, among which Virtual Reality (VR) technologies have made the education more visually accessible for students. However, classroom education has been the focus of VR applications whereas not much research has been done in promoting sports education using VR technologies. In this paper, an immersive VR system is designed and implemented to create a more intuitive and visual way of teaching tennis. A scalable system architecture is proposed in addition to the hardware setup layout, which can be used for various immersive interactive applications such as architecture walkthroughs, military training simulations, other sports game simulations, interactive theaters, and telepresent exhibitions. Realistic interaction experience is achieved through accurate and robust hybrid tracking technology, while the virtual human opponent is animated in real time using shader-based skin deformation. Potential future extensions are also discussed to improve the teaching/learning experience.