Abstract
This paper presents a novel interactive motion mapping system that maps the human motion to virtual characters with different body part size, topology and geometry. Our method is especially effective for characters whose body is disproportional to human structure. To achieve this, we propose an improved Embedded Deformation algorithm to control virtual characters in real-time. In preprocessing stage, we construct the deformation subgraph for each part, and then merge them into a connected deformation graph, these works are entirely automatic and only have to be done once before running. At runtime, we use the Kinect to track human skeletal joints and iteratively solve the rotation matrix and translation vector for each deformation graph node. Then, we update mesh vertices position and normal. We demonstrate the flexibility and versatility of our method on a variety of virtual characters.
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Acknowledgments
This work was partially supported by the National High-tech Research and Development Program of China (2015AA015901) and the National Natural Science Foundation of China (61170195, U1201255, U1301257).
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Jiang, H., Zhang, L. (2015). Interactive Animating Virtual Characters with the Human Body. In: Ho, YS., Sang, J., Ro, Y., Kim, J., Wu, F. (eds) Advances in Multimedia Information Processing -- PCM 2015. PCM 2015. Lecture Notes in Computer Science(), vol 9314. Springer, Cham. https://doi.org/10.1007/978-3-319-24075-6_59
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DOI: https://doi.org/10.1007/978-3-319-24075-6_59
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