Abstract

Many works in the literature have improved the performance of motion graphs for synthesis the humanlike results in limited domains that necessity few constraints like dance, navigation in small game like environments or in games by the gesture of feedback on a snowboard tutorial. The humanlike cannot exist in an environment without interacting with the world surrounding them; the naturalness of the entire motion extremely depends on the animation of the walking character, the chosen path and the interaction motions. Addressing exact position of end-effectors is the main disadvantage of motion graphs which cause less importance expended to the search for motions with no collision in complex environments or manipulating motions. This fact motivates this approach which is the proposition of an hybrid motion graphs taking advantages of motion graphs to synthesis a natural locomotion and overcoming their limitations in synthesis manipulation motions by combined it with an inverse kinematic method for synthesis the upper-body motions.

Highlights

  • Virtual humans have a wide range of applications with the developments of interactive entertainments such as games, learning and training applications or film animations

  • Determining the human motion using this techniques, require information more than joint angles and position, it need Information such as mass distribution for each body part and torques generated by each joint which is not easy specially for the synthesis of hyper body motions which involve object manipulation like reaching, grasp and displacing objects, often the Inverse Kinematics (IK) and collision avoidance are used to solve this type of problem, the samplingbased planners’ methods are required when several obstacles are on the way

  • FABRIK (Forward And Backward Reaching Inverse Kinematics) [1,2] produces visually realistic poses with low computational cost, it bases on geometric algebra to resolve the inverse kinematic problem and support multiple chains with multiple end effectors because Constraints can be incorporated within FABRIK

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Summary

INTRODUCTION

Virtual humans have a wide range of applications with the developments of interactive entertainments such as games, learning and training applications or film animations. Simulation, search, and optimization are applied by modelbased approaches to synthesis character motion by limiting the space of possible motion using biomechanical , kinematic, dynamic models, the representation of motion in these approaches is flexible , but may suffer from the difficulty of construction and control [11] It was well used addressing human-like characters manipulating objects, , but could fail to produce a motions with natural looking if the models do not appropriately constrain the motion for motions with low energy, such as locomotion. In the third section a discussion of the obtained results of the proposed method

Locomotion motions
Manipulation motions
HYBRID MOTION GRAPHS
Overview of the proposed method
RESULTS
CONCLUSION

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