Abstract
There is an increasing demand for technique to accurately edit, convert, and retarget captured human motion data. Various methods have been proposed for such applications. However, there are still limitations which need to be overcome: first, these techniques often reduce the realism of the motion as the difference between the original motion and the resulting motion increases, and second, changes to simulate physiological effects cannot be achieved. These limitations are due to the fact that the anatomical structure of the human body is not taken into account. While editing real human motion, even when physical laws are followed, if the dynamics of the human body are ignored, the resulting motion can become unrealistic. Further, if the animators want to add physiological effects to the motion m such as the effects of fatigue or injuries, then muscle dynamics are an essential factor that must be taken into account.
In this paper, we propose a method for converting physical and physiological motion based on space-time constraints. The method we propose involves a combination of musculoskeletal models and inverse dynamics to avoid the limitations of previous methods. This method makes it possible to apply physiological and dynamic conversations to captured motion, while also maintaining physical laws.
In this paper, we propose a method for converting physical and physiological motion based on space-time constraints. The method we propose involves a combination of musculoskeletal models and inverse dynamics to avoid the limitations of previous methods. This method makes it possible to apply physiological and dynamic conversations to captured motion, while also maintaining physical laws.
Original language | English |
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Title of host publication | Proceedings of the Graphics Interface 2001 Conference |
Pages | 27-36 |
Number of pages | 10 |
Publication status | Published - 1 Jun 2001 |