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Journal ArticleDOI

Online motion retargetting

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TLDR
Experimental results show that the retargetting algorithm preserves high-frequency details of the original motion quite accurately, and can be used to reduce measurement errors in restoring captured motion.
Abstract
This paper presents a method to retarget the motion of a character to another in real time. The technique is based on inverse rate control, which computes the changes in joint angles corresponding to the changes in end-effector position. While tracking the multiple end-effector trajectories of the original subject or character, our online motion retargetting also minimizes the joint angle differences by exploiting the kinematic redundancies of the animated model. This method can apply a captured motion to another anthropometry so that it can perform slightly different motion, while preserving the original motion characteristics. Because the above is done online, a real-time performance can be mapped to other characters. Moreover, if the method is used interactively during motion capture session, the feedback of retargetted motion on the screen provides more chances to get satisfactory results. As a by-product, our algorithm can be used to reduce measurement errors in restoring captured motion. The data enhancement improves the accuracy in both joint angles and end-effector positions. Experimental results show that our retargetting algorithm preserves high-frequency details of the original motion quite accurately. Copyright © 2000 John Wiley & Sons, Ltd.

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Proceedings ArticleDOI

Automatic rigging and animation of 3D characters

TL;DR: This work presents a method for animating characters automatically, given a static character mesh and a generic skeleton, that adapts the skeleton to the character and attaches it to the surface, allowing skeletal motion data to animate the character.
Journal ArticleDOI

Automatic rigging and animation of 3D characters

TL;DR: In this article, a method for rigging an articulated 3D character to specify its internal skeletal structure and to define how the input motion deforms its surface is presented, which is similar to our approach.
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An inverse kinematics architecture enforcing an arbitrary number of strict priority levels

TL;DR: This paper progressively describes the strategic components of a very general and robust inverse kinematics architecture and presents an efficient recursive algorithm enforcing an arbitrary number of strict priorities to arbitrate the fulfillment of conflicting constraints.
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Computer puppetry: An importance-based approach

TL;DR: A comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performer's, using a novel inverse kinematics solver that realizes these important aspects within tight real-time constraints.
Proceedings ArticleDOI

Controlled human pose estimation from depth image streams

TL;DR: This paper presents a model-based, Cartesian control theoretic approach for estimating human pose from features detected using depth images obtained from a time of flight imaging device, and demonstrates the effectiveness of the algorithm with experimental results of upper body pose reconstruction from a small set of features.
References
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Journal ArticleDOI

Resolved Motion Rate Control of Manipulators and Human Prostheses

TL;DR: The kinematics of remote manipulators and human prostheses is analyzed and suggests solutions to problems of coordination, motion under task constraints, and appreciation of forces encountered by the controlled hand.
Journal ArticleDOI

Obstacle Avoidance for Kinematically Redundant Manipulators in Dynamically Varying Environments

TL;DR: In this paper, the joint angle rates for a manipulator under the constraints of multiple goals, the primary goal described by the specified end-effector trajectory and secondary goals describ ing the obstacle avoidance criteria.