Motion adaptation based on character shape

  • Authors:
  • Etienne Lyard;Nadia Magnenat-Thalmann

  • Affiliations:
  • (Correspd.) University of Geneva, Geneva, Switzerland.;-

  • Venue:
  • Computer Animation and Virtual Worlds - CASA'2008 Special Issue
  • Year:
  • 2008

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Abstract

With the increasing performances of the graphics hardware, virtual reality applications are reaching a new level of realism. It is now possible to animate entire crowds of virtual avatars, or to display in real-time highly realistic deformable characters. This new type of applications requires that characters are deformed, either to generate a large number of individuals for creating a crowd, or to match a particular shape. To make the animation fit to the animated character and to prevent self-collisions, adapting the motion is mandatory. Unlike previous approaches which relied on skeletal models, this paper presents a method considering the actual shape of the character's body to perform the adaptation. Our approach uses spacetime optimization to remove the self-penetration, and finally re-establishes the balance of the motion. We also introduce an interpolation scheme based on radial basis functions that can blend pre-calculated adaptations, and thus achieve real-time performances. Copyright © 2008 John Wiley & Sons, Ltd.