Immersive singularity-free full-body interactions with reduced marker set
Daniel Raunhardt, Ronan Boulic
In Computer Animation and Virtual Worlds, 22(5), 2011.
Abstract: Despite the large success of games grounded on movement-based interactions the current state of full-body motion capture technologies still prevents the exploitation of precise interactions with complex environments. The first key requirement in the line of work we present here is to ensure a precise spatial correspondence between the user and the Avatar. For that purpose, we build upon our past effort in human postural control with a prioritized inverse kinematics (PIK) framework. One of its key advantages is to ease the dynamic- and priority-based combination of multiple conflicting constraints such as ensuring the balance and reaching a goal. However, its reliance on a linearized approximation of the problem makes it vulnerable to the well-known full extension singularity of the limbs. We address this issue by presenting a new type of 1D analytic constraint that smoothly integrates within the PIK framework under the name of FLEXT constraint (for FLexion-EXTension constraint). We further ease the full-body interaction by combining this new constraint with a recently introduced motion constraint to exploit the data-based synergy of full-body reach motions. The combination of both techniques allows immersive full-body interactions with a small set of active optical marker.
Keyword(s): inverse kinematics, limb singularity, postural control, synergy, extrapolation
Article URL: http://dx.doi.org/10.1002/cav.378
BibTeX format:
@article{Raunhardt:2011:ISF,
  author = {Daniel Raunhardt and Ronan Boulic},
  title = {Immersive singularity-free full-body interactions with reduced marker set},
  journal = {Computer Animation and Virtual Worlds},
  volume = {22},
  number = {5},
  pages = {407--419},
  year = {2011},
}
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