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1.
Pengfei Liu Yang Zhou Xilei Wei Qizhong Su Weipeng Song Qilong Kou Xiaogang Jin 《Computer Animation and Virtual Worlds》2023,34(3-4):e2170
Character hit reaction is an inherent component in game development. Natural hit reactions in games are typically achieved through the use of artist-created hit animations and motion capture. To improve the realism of impact reactions, game developers combine physics simulation with distinct hit animations based on character statuses. However, there is currently no method that can automatically produce hit reactions based on hit information in game development. To this end, we propose a physics-driven inverse kinematic method for generating character reaction animations. We postulate that a character's hit reactions are the result of an assault impulse spreading throughout the body and forcing the body to move. Five IK (inverse kinematics) solvers are used to control character poses. Each IK solver is used to control the movement of a different part of the body. The IK solvers, which are used to determine the positions of various bodily parts, are driven by unconstrained physics simulation. Furthermore, physics simulation with constraints is used to fine-tune the character's movements. Experiment results show that our method outperforms Unreal Engine-based hit animation and physics simulation. 相似文献
2.
数据驱动的角色动画技术是计算机图形学研究的热点之一.该技术依赖于对庞大的人体运动捕获数据的重用.为了便于存储和网络传输数据,高效实时的人体运动捕获数据压缩方法是非常重要的.文中从消除时域冗余、空域冗余及片段域冗余等多个角度对近年来的人体运动数据压缩方法进行介绍,总结归纳了人体运动捕获数据压缩流程,梳理出了人体运动数据压缩方法的分类原则,并以冗余类别为主线回顾与综述了人体运动压缩领域的最新研究成果.最后展望了该研究领域未来的发展趋势. 相似文献
3.
在综述三维角色动画制作的角色建模、骨骼创建、蒙皮绑定、运动控制等技术的基础上,详细介绍了当前三维角色动画制作中的关键技术—角色建模技术和运动控制技术,并对各种角色建模技术和各种运动控制技术分别进行了分析与对比,可为科学、合理选择和综合运用三维动画制作技术提供参考,以提高三维角色动画制作的效率和质量。 相似文献
4.
《Computer Animation and Virtual Worlds》2017,28(3-4)
We present a novel approach for synthesizing human gait motions according to a range of input ages by transforming a given motion based on biomechanical observations. Given an original motion, our method first extracts gait cycles that are periodically defined by foot contact on the ground and then transforms the original motion to achieve a desirable posture and motions that respectively correspond to the input age. Among many biomechanical features that gradually change with aging, we mainly focus on spatiotemporal and kinematic features as well as postural changes. Exploiting these features, we formulate the biomechanical changes as continuous functions that reflect visually significant features corresponding to the input age. Finally, we demonstrate that our system can automatically generate plausible gait motions given a wide range of input ages. 相似文献
5.
This paper proposes a new framework to simulate the real‐time attack‐and‐defense interactions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players—one player controls the attacker and the other controls the defender. A finite state machine of attacks and defenses based on topology coordinates is precomputed and used to control the virtual wrestlers during the game play. As the states are represented by topology coordinates, which is an abstract representation for the spatial relationship of the bodies, the players have much more degree of freedom to control the virtual characters even during attacks and defenses. Experimental results show the methodology can simulate realistic competitive interactions of wrestling in real time, which is difficult by previous methods. Copyright © 2010 John Wiley & Sons, Ltd. 相似文献
6.
人脸动作捕捉不仅需要对人脸几何信息进行模拟,而且需要准确传达人脸表情.传统的人脸动作捕捉技术,如ARkit,基于人脸的几何信息对面部表情进行捕捉,但是很难让观众体验到角色表情变化.而最近的基于情绪的动作捕捉技术,如ExprGen,考虑使用人脸情绪进行面部捕捉,但很难对角色脸部细节进行刻画.为此,提出将人脸几何信息和表情结合的方法,对动画角色进行控制.首先,通过训练神经网络识别人脸和动画角色表情,对人脸和动画数据集图像进行匹配.然后,通过训练端到端神经网络,提取角色表情信息,获得动画角色骨骼参数.最后,结合人脸几何信息对脸部关键点骨骼参数进行修正.通过对不同人脸输入,生成角色表情定性分析;用4个演员视频作为输入,带动角色运动的吸引力和强度定量分析证明了方法的准确性和实时性. 相似文献
7.
基于物理的虚拟人控制是一个经典的动力学问题,对游戏开发、影视特效等领域具有重要意义.针对传统的动力学控制器模型构建复杂、缺乏稳定性等问题,提出一个基于动能模型的动态虚拟人控制框架.首先,在黎曼几何空间中对运动捕捉数据进行预处理,构造动能热力分布图;其次,对热力图进行分析,获得控制参数;最后,将得到的参数用于控制器中,计算辅助力矩,使虚拟人保持平衡并提高姿态精度,控制虚拟人进行各种动作.为此,提出一种时间对齐算法,用于融合多个时间片段.通过对复杂地形、运动状态切换和外力作用下的全身双足运动进行测试,获取多种速度、方向的行走数据与跑步数据并进行评估.结果表明,与DeepLoco相比,该框架在外力作用下质心速度变化的波动系数更小,并且能承受更大的干扰力,证明该框架具有鲁棒性.同时,该框架的仿真性能相较DeepLoco提升了2倍,具有高效性. 相似文献
8.
《Computer Animation and Virtual Worlds》2017,28(3-4)
Statistical model‐based motion synthesis enables the constrained generation of natural human motions. In this paper, we present a combination of statistical model‐based motion synthesis with a motion retrieval method. We fit a statistical motion model to the low‐dimensional latent space obtained by applying principal component analysis to a functional representation of example motion data. In order to accelerate the synthesis, we construct a space partitioning tree on a dense set of samples from the model projected into a feature space. At run‐time, the tree is traversed based on an objective function to find the best sample fitting user‐defined constraints. After finding a good initial guess, we apply numerical optimization to reach constraints exactly. We evaluated the accuracy and efficiency of the search in the tree using different space partitioning methods on synthetic and motion capture data. In our experiments, the most stable and accurate search results were achieved using the k‐Means++ algorithm for the tree construction. 相似文献
9.
Saeed Ghorbani Ylva Ferstl Daniel Holden Nikolaus F. Troje Marc-André Carbonneau 《Computer Graphics Forum》2023,42(1):206-216
We present ZeroEGGS, a neural network framework for speech-driven gesture generation with zero-shot style control by example. This means style can be controlled via only a short example motion clip, even for motion styles unseen during training. Our model uses a Variational framework to learn a style embedding, making it easy to modify style through latent space manipulation or blending and scaling of style embeddings. The probabilistic nature of our framework further enables the generation of a variety of outputs given the input, addressing the stochastic nature of gesture motion. In a series of experiments, we first demonstrate the flexibility and generalizability of our model to new speakers and styles. In a user study, we then show that our model outperforms previous state-of-the-art techniques in naturalness of motion, appropriateness for speech, and style portrayal. Finally, we release a high-quality dataset of full-body gesture motion including fingers, with speech, spanning across 19 different styles. Our code and data are publicly available at https://github.com/ubisoft/ubisoft-laforge-ZeroEGGS . 相似文献
10.
Ting‐Chieh Huang Yi‐Jheng Huang Wen‐Chieh Lin 《Computer Animation and Virtual Worlds》2013,24(2):87-95
Horse locomotion exhibits rich variations in gaits and styles. Although there have been many approaches proposed for animating quadrupeds, there is not much research on synthesizing horse locomotion. In this paper, we present a horse locomotion synthesis approach. A user can arbitrarily change a horse's moving speed and direction, and our system would automatically adjust the horse's motion to fulfill the user's commands. At preprocessing, we manually capture horse locomotion data from Eadweard Muybridge's famous photographs of animal locomotion and expand the captured motion database to various speeds for each gait. At runtime, our approach automatically changes gaits based on speed, synthesizes the horse's root trajectory, and adjusts its body orientation based on the horse's turning direction. We propose an asynchronous time warping approach to handle gait transition, which is critical for generating realistic and controllable horse locomotion. Our experiments demonstrate that our system can produce smooth, rich, and controllable horse locomotion in real time. Copyright © 2012 John Wiley & Sons, Ltd. 相似文献
11.
运动路径驱动的角色动画合成方法 总被引:1,自引:0,他引:1
为了给虚拟角色合成出逼真的大范围运动数据,提出一种为特定运动路径配上自然多样的人体运动数据的方法.该方法将待匹配运动路径分割为一系列短小的运动路径片断,并在一个结构化的运动状态机上逐片断地寻找最为匹配的运动序列;然后将这些运动序列依次连接起来,得到一段连续的、满足运动路径约束的人体运动数据.用户还可以交互式地设计运动路径上一个路径片断的运动类型.该方法适用于待匹配运动路径运动范围大、对多条运动路径同时计算匹配运动、多条运动路径之间交叉频繁的情景. 相似文献
12.
Detailed animation of 3D articulated body models is in principle desirable but is also a highly resource‐intensive task. Resource limitations are particularly critical in 3D visualizations of multiple characters in real‐time game sequences. We investigated to what extent observers perceptually process the level of detail in naturalistic character animations. Only if such processing occurs would it be justified to spend valuable resources on richness of detail. An experiment was designed to test the effectiveness of 3D body animation. Observers had to judge the level of overall skill exhibited by four simulated soccer teams. The simulations were based on recorded RoboCup simulation league games. Thus objective skill levels were known from the teams' placement in the tournament. The animations' level of detail was varied in four increasing steps of modelling complexity. Results showed that observers failed to notice the differences in detail. Nonetheless, clear effects of character animation on perceived skill were found. We conclude that character animation co‐determines perceptual judgements even when observers are completely unaware of these manipulations. Copyright © 2000 John Wiley & Sons, Ltd. 相似文献
13.
夸张是角色动画中的重要运动规律之一,它来源于现实,又高于现实.根据这一原则,把 相似文献
14.
角色动画一直是计算机动画和虚拟现实领域的重要研究内容之一.近年来,随着3D游戏动漫以及电影特效制作产业的蓬勃发展,角色动画对物理真实性的要求日益迫切,基于物理的角色动画合成受到了研究者们越来越多的关注,催生了许多新方法与新技术.该研究问题的核心是人体运动合成方法,其旨在驱动虚拟角色运动,生成满足物理运动规律的动画.重点围绕角色动画合成方法的研究进展进行介绍.首先在对国内外研究工作全面分析与总结的基础上,根据关节力矩的计算方式不同将其分为7类:时空约束法、约束动力学优化法、低维模型法、有限状态机、数据驱动法、动力学过滤法、概率模型法,详细阐述每一类方法的原理及特点后,重点介绍每类方法中近期出现的新工作.其次,对上述各类方法的优缺点进行对照分析.最后,结合实际应用需求,针对目前工作中存在的不足,提出一些可继续深入研究的问题. 相似文献
15.
Daseong Han Seokpyo Hong Junyong Noh Xiaogang Jin Joseph S. Shin 《Computer Animation and Virtual Worlds》2016,27(3-4):378-384
In the paper, we present an online real‐time method for automatically transforming a basic locomotive motion to a desired motion of the same type, based on biomechanical results. Given an online request for a motion of a certain type with desired moving speed and turning angle, our method first extracts a basic motion of the same type from a motion graph, and then transforms it to achieve the desired moving speed and turning angle by exploiting the following biomechanical observations: contact‐driven center‐of‐mass control, anticipatory reorientation of upper body segments, moving speed adjustment, and whole‐body leaning. Exploiting these observations, we propose a simple but effective method to add physical and behavioral naturalness to the resulting locomotive motions without preprocessing. Through experiments, we show that our method enables a character to respond agilely to online user commands while efficiently generating walking, jogging, and running motions with a compact motion library. Our method can also deal with certain dynamical motions such as forward roll. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
16.
We present a points‐based user interface for character posing. In our method, users insert a number of three‐dimensional (3D) points in a virtual environment. The system performs a linear search of a motion capture database for the best matched pose and then places the pose immediately in the virtual environment to be overlapped with the input points. For a fast and precise distance computation between the input points and the example poses from the database, we developed a closed‐form solution of the 3D points registration problem. To demonstrate the easiness and usability of our approach, we built a motion database including various kinds of human motion and conducted a user study of character posing tasks with non‐expert users. Copyright © 2016 John Wiley & Sons, Ltd. 相似文献
17.
人体运动捕捉中复杂的时空结构信息使其在数据驱动角色动画、序列拼接和风格融合等运动生成研究领域极具挑战性.聚焦于深度学习在计算机图形学中所获得的巨大成功,首先从模型结构和理论优化2个方面对运动捕捉数据中人体骨骼动画生成所使用的4类生成式深度学习模型(受限玻尔兹曼机、循环神经网络、卷积神经网络、深度强化学习)及其混合学习方法进行全面概括和总结;接着探讨这些典型深度学习模型对人体骨骼运动数据时空特征提取的能力,并量化对比其在不同生成任务中的实验效果;最后深入分析各种深度模型的优势及亟待解决的难题,并对新型深度学习模型在运动生成中的发展趋势进行了展望. 相似文献
18.
In this paper, we introduce an interface for motion editing that visualizes editing procedures. For intuitive understanding and construction of motion editing procedures, our system represents an editing element that produces modified motion from a given input motion as a graphical node, and enables user to construct a whole motion editing procedure by connecting the nodes with a few mouse interactions. The system provides both the 3D transform manipulator and the time-line slider for intuitive controlling ... 相似文献
19.
The creation of a stylistic animation through the use of high‐level controls has always been a design goal for computer animation software. In this paper, we propose a procedural animation system, called rhythmic character animation playacting (RhyCAP), which allows a designer to interactively direct animated characters by adjusting rhythmic parameters such as tempo, exaggeration, and timing. The motions thus generated reflect the intention of the director and also adapt to environmental obstacle constraints. We use a sequence of martial‐art steps in the performance of a Chinese lion dance to illustrate the effectiveness of the system. The animation is generated by composition of common motion elements, concisely represented in an action graph. We have implemented an animation control program that allows Chinese lion dance to be choreographed interactively. This authoring tool also serves as a useful means for preserving this part of world cultural heritage. Copyright © 2006 John Wiley & Sons, Ltd. 相似文献
20.
计算机视觉与机器学习技术在三维人体动画中的应用综述 总被引:1,自引:0,他引:1
近年来计算机视觉与机器学习技术广泛应用于三维人体动画领域中.基于图像/视频的人体运动数据获取技术、数字角色和场景建模、交互式角色动画控制与运动生成等方面都大量应用了计算机视觉技术;同时,机器学习理论在三维人体运动数据重用以及后期智能角色动画创作中扮演了越来越重要的角色,并得到一些很好的研究成果.文中以三维人体动画创作流程为主线对这些方法的基本思想和关键技术进行了归纳与分析,并讨论了三维人体动画制作技术的发展趋势. 相似文献