Title of article
Morphology-independent representation of motions for interactive human-like animation
Author/Authors
R. Kulpa1، نويسنده , , 2، نويسنده , , F. Multon2، نويسنده , , 1 ، نويسنده , , B. Arnaldi1، نويسنده ,
Issue Information
روزنامه با شماره پیاپی سال 2005
Pages
9
From page
343
To page
351
Abstract
This paper addresses the problem of human motion encoding for real-time animation in interactive environments.
Classically, a motion is stored as a sequence of body postures encoded as a set of joint rotations (quaternions,
Euler-like angles or rotation matrices). As a consequence, Cartesian constraints must be solved using inverse
kinematics and/or optimization. Those processes involve computation costs that do not allow real-time animation
of several characters in interactive environments. To solve such a problem with a minimum computation time, we
designed a motion representation independent from the morphology and containing the constraints intrinsically
linked to the motion such as feet contacts with the ground. With such a description, a unique motion can be
shared by several characters with different morphologies and in different environments. We also adapted a Cyclic
Coordinate Descent algorithm that takes advantages of this representation in order to rapidly deal with complex
tunable spacetime constraints. For example, this method enables to interactively control at least eight characters
with different morphologies that interact each other during a fight training. Hence, each character has to deal
with geometric constraints that can change at every time, depending on the opponentsí morphology and gestures
Journal title
Computer Graphics Forum
Serial Year
2005
Journal title
Computer Graphics Forum
Record number
404663
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