A dead-reckoning technique for streaming virtual human animation

  • Authors:
  • T. K. Capin;J. Esmerado;D. Thalmann

  • Affiliations:
  • Comput Graphics Lab., Fed. Inst. of Technol., Lausanne;-;-

  • Venue:
  • IEEE Transactions on Circuits and Systems for Video Technology
  • Year:
  • 1999

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Abstract

In networked virtual environments (NVEs), users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a new complexity in the representation and streaming of animations, especially when the number of participants in the simulation increases. This requires real-time algorithms to decrease the networking overhead. The dead-reckoning technique is a way to reduce the required bit rate, and has been used for simple nonarticulated objects in popular NVE systems. We introduce a dead-reckoning technique for articulated virtual human figures, based on the MPEG-4 body animation specification, using Kalman filtering