Interactive animation of virtual humans based on motion capture data

Richard Kulpa, Ludovic Hoyet, Taku Komura, Franck Multon

Research output: Contribution to journalArticlepeer-review

Abstract

This paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework can conduct morphological adaptation as well as kinematic and physically興based corrections. All these solvers are organized in layers in order to be easily combined together. Given locomotion as an 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興based solver. This ensures animating hundreds of humanoids with different morphologies in real興time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in an unpredictable way. Copyright © 2009 John Wiley & Sons, Ltd.
Original languageEnglish
Pages (from-to)491-500
Number of pages10
JournalComputer Animation and Virtual Worlds
Volume20
Issue number5-1
DOIs
Publication statusPublished - Sep 2009

Fingerprint Dive into the research topics of 'Interactive animation of virtual humans based on motion capture data'. Together they form a unique fingerprint.

Cite this