Realtime human motion control with a small number of inertial sensors

  • Authors:
  • Huajun Liu;Xiaolin Wei;Jinxiang Chai;Inwoo Ha;Taehyun Rhee

  • Affiliations:
  • Wuhan University, Texas A&M University;Texas A&M University;Texas A&M University;Samsung Advanced Institute of Technology;Samsung Advanced Institute of Technology

  • Venue:
  • I3D '11 Symposium on Interactive 3D Graphics and Games
  • Year:
  • 2011

Quantified Score

Hi-index 0.00

Visualization

Abstract

This paper introduces an approach to performance animation that employs a small number of motion sensors to create an easy-to-use system for an interactive control of a full-body human character. Our key idea is to construct a series of online local dynamic models from a prerecorded motion database and utilize them to construct full-body human motion in a maximum a posteriori framework (MAP). We have demonstrated the effectiveness of our system by controlling a variety of human actions, such as boxing, golf swinging, and table tennis, in real time. Given an appropriate motion capture database, the results are comparable in quality to those obtained from a commercial motion capture system with a full set of motion sensors (e.g., XSens [2009]); however, our performance animation system is far less intrusive and expensive because it requires a small of motion sensors for full body control. We have also evaluated the performance of our system by leave-one-out-experiments and by comparing with two baseline algorithms.