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1 Production and Playback of Human Figure Motion for Visual Simulation (2008)

Abstract
We describe a system for o-line production and real-time playback of motion for articulated human gures in 3D virtual environments. The key notions are (1) the logical storage of full-body motion in posture graphs, which provides a simple motion access method for playback, and (2) mapping the motions of higher DOF gures to lower DOF gures using slaving to provide human models at several levels of detail, both in geometry and articulation, for later playback. We present our system in the context of a simple problem: Animating human gures in a distributed simulation, using DIS protocols for communicating the human state information. We also discuss several related techniques for real-time animation of articulated gures in visual simulation.

Publication details
Download http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.67.548
Source http://www.cis.upenn.edu/~badler/papers/tomacs.pdf
Contributors CiteSeerX
Repository CiteSeerX - Scientific Literature Digital Library and Search Engine (United States)
Keywords General Terms, Animation Additional Key words and phrases, posture graphs, real-time animation, multi-resolution motion, visual simulation
Type text
Language English
Relation 10.1.1.36.285, 10.1.1.21.1770, 10.1.1.16.6207, 10.1.1.31.8866, 10.1.1.45.3020, 10.1.1.39.2292