Abstract

We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notion are (1) the logical storage of full-body motion in posture graphs, which provides a simple motion access method for playback, and (2) mapping the motions of high DOF figures to lower DOF figures using slaving to provide human models at several levels of detail, both in geometry and articulation, for later playback. We present our system in the context of a simple problem: animating human figures in a distributed simulation, using DIS protocols for communicating the human state information. We also discuss several related techniques for real-time animation of articulated figures in visual simulation.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.