DOI QR코드

DOI QR Code

A Real-time Motion Adaptation Method using Spatial Relationships between a Virtual Character and Its Surrounding Environment

  • Jo, Dongsik (Dept. of Digital Contents Engineering, Wonkwang Univ.) ;
  • Choi, Myung Geol (Dept. of Media Technology and Content Technology, Catholic Univ.)
  • 투고 : 2019.01.11
  • 심사 : 2019.04.01
  • 발행 : 2019.04.30

초록

Recently, character motion have been used extensively in the entertainment business, and researchers have investigated algorithms of reproducing, editing, and simulating mimic human movements. Also, many recent researches have suggested how a character interacts with its surrounding environment in terms of motion. Specially, spatial relationships of the environment have been introduced for adapting and preserving character motion. In this paper, we propose a motion adaptation technique preserving a spatial property between a virtual character and the configuration of its surrounding space. Additionally, we report on experimental results of smoothly adapted motions in various environmental structures with original motions such as walk, jump, and tumbling.

키워드

CPTSCQ_2019_v24n4_45_f0001.png 이미지

Fig. 1. Different configuration of the character’s surrounding environment (e.g. a changed terrain in the center area), and an adapted motion to the different condition

CPTSCQ_2019_v24n4_45_f0002.png 이미지

Fig. 2. Relationship descriptor points for the adapted character motion(spheres in the terrain)

CPTSCQ_2019_v24n4_45_f0003.png 이미지

Fig. 3. Relationship descriptor points modified according to the change of terrain position(spheres in the terrain)

CPTSCQ_2019_v24n4_45_f0004.png 이미지

Fig. 4. Original motions of the character(e.g.walk, jump, tumbling) and descriptor points placed in the path

CPTSCQ_2019_v24n4_45_f0005.png 이미지

Fig. 5. Adapted motions with spatial relationships of the character’s surrounding environment(e.g.walk, jump, tumbling motions)

Table 1. Algorithm: our real-time motion adaptation method using spatial relationships

CPTSCQ_2019_v24n4_45_t0001.png 이미지

Table 2. Results of motion adaptation between the virtual character and its surrounding environment with the change of terrain position

CPTSCQ_2019_v24n4_45_t0002.png 이미지

참고문헌

  1. M. Choi, and K. Lee, "Interactive control of big-object manipulation animation," Computer Animation and Virtual World (CASA 2016), Vol. 27, Issue 3-4, pp.435-442, 2016. https://doi.org/10.1002/cav.1696
  2. M. Choi, M. Kim, K. Hyun and J. Lee, "Deformable motion: Squeezing into cluttered environments," Computer Graphics Forum, Vol.30, No.2, pp.445-453, 2011.
  3. D. Jo, K.-H. Kim, and G. Kim, "Avatar motion adaptation for AR based 3D tele-conference," Proceedings of the IEEE Workshop on 3DCVE, pp.1-4, 2014.
  4. E. Lyard, and M. Thalmann, "Motion adaptation based on character shape," Computer Animation and Virtual Worlds, Vol.19, Issue 3-4, pp.189-198, 2008. https://doi.org/10.1002/cav.233
  5. E. Ho, T. Komura, and C, Tai, "Spatial relationship pre-serving character motion adaptation," Proceedings of SIGGRAPH ACM Transactions on Graphics, Vol.29, No.4, Article 33, 2010.
  6. R. Al-Asqhar, T, Komura, and M. Choi, "Relationship descriptors for interactive motion adaptation," Proceedings of 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp.45-53, 2013.
  7. J. Lee, and S. Shin, "A hierarchical approach to interactive motion editing for human-like figures," Proceedings of the 26th annual conference on computer graphics and interactive technique, pp.39-48, 1999.
  8. D. Holden, T. Komura, and J. Saito, "Phase-functioned neural networks for character control," ACM Transactions on Graphics (TOG), Vol.36, No.4, Article 42, 2017.
  9. H. Jang, B. Kwon, M. Yu, S. Kim, and J. Kim, "A variational U-Net for motion retargeting," Proceedings of SIGGRAPH Asia Posters, Article No.1, 2018.
  10. C. Kang, and S. Lee, "Environment-adaptive contact poses for virtual characters," Computer Graphics Forum, Vol.33, No.7, pp.1-10, 2014.
  11. Z. Liu, A. Mucherino, L. Hoyet, and F. Multon, "Surface based motion retargeting by preserving spatial relationship," Proceedings of the 11th Annual International Conference on Motion, Interaction, and Games(MIG), Article No.7. 2018.