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Motion Adaptation Based on Character Shape

Lyard, E. and Magnenat-Thalmann, N.


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.


@article{503,
  journal = {Computer Animation and Virtual Worlds},
  author = {Lyard, E. and Magnenat-Thalmann, N.},
  title = {Motion Adaptation Based on Character Shape},
  publisher = {John Wiley and Sons Ltd},
  volume = {Vol. 19},
  number = {No. 3-4},
  pages = {189-198},
  month = sep,
  year = {2008},
  topic = {Motion Capture, Body Animation and Control}
}