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Realtime Performance Animation Using Sparse 3D Motion Sensors

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Motion in Games (MIG 2012)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 7660))

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Abstract

This paper presents a realtime performance animation system that reproduces full-body character animation based on sparse 3D motion sensors on the performer. Producing faithful character animation from this setting is a mathematically ill-posed problem because input data from the sensors is not sufficient to determine the full degrees of freedom of a character. Given the input data from 3D motion sensors, we pick similar poses from the motion database and build an online local model that transforms the low-dimensional input signal into a high-dimensional character pose. Kernel CCA (Canonical Correlation Analysis)-based regression is employed as the model, which effectively covers a wide range of motion. Examples show that various human motions are naturally reproduced by our method.

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© 2012 Springer-Verlag Berlin Heidelberg

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Kim, J., Seol, Y., Lee, J. (2012). Realtime Performance Animation Using Sparse 3D Motion Sensors. In: Kallmann, M., Bekris, K. (eds) Motion in Games. MIG 2012. Lecture Notes in Computer Science, vol 7660. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34710-8_4

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  • DOI: https://doi.org/10.1007/978-3-642-34710-8_4

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-34709-2

  • Online ISBN: 978-3-642-34710-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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