Parametric Control of Captured Mesh Sequences for Real-Time Animation
Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton
Motion in Games, November 2011, pp. 242--253.
Abstract: In this paper we introduce an approach to high-level parameterisation of captured mesh sequences of actor performance for real-time interactive animation control. High-level parametric control is achieved by non-linear blending between multiple mesh sequences exhibiting variation in a particular movement. For example walking speed is parameterised by blending fast and slow walk sequences. A hybrid non-linear mesh sequence blending approach is introduced to approximate the natural deformation of non-linear interpolation techniques whilst maintaining the real-time performance of linear mesh blending. Quantitative results show that the hybrid approach gives an accurate real-time approximation of offline non-linear deformation. Results are presented for single and multi-dimensional parametric control of walking (speed/direction), jumping (height/distance) and reaching (height) from captured mesh sequences. This approach allows continuous real-time control of high-level parameters such as speed and direction whilst maintaining the natural surface dynamics of captured movement.
@incollection{Casas:2011:PCO,
author = {Dan Casas and Margara Tejera and Jean-Yves Guillemaut and Adrian Hilton},
title = {Parametric Control of Captured Mesh Sequences for Real-Time Animation},
booktitle = {Motion in Games},
pages = {242--253},
month = nov,
year = {2011},
}
Return to the search page.
graphbib: Powered by "bibsql" and "SQLite3."