Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character can- not be assimilated to an anthropometric shape, the task to map mo- tion capture data onto the armature to be animated could be extremely challenging. This paper presents a novel methodology for the automatic mapping of a human skeleton onto virtual character armatures. By ex- tending the concept of graph similarity, joints and bones of the tracked human skeleton are mapped onto an arbitrary shaped armature. A pro- totype implementation has been developed by using the Microsoft Kinect as body tracking device. Preliminary results show that the proposed so- lution can already be used to animate truly different characters such as a Pixar-like lamp, a fish or a dog.

Automatically mapping human skeletons onto virtual character armatures / Sanna, Andrea; Lamberti, Fabrizio; Paravati, Gianluca; Carlevaris, Gilles; Montuschi, Paolo. - STAMPA. - 1:(2013), pp. 80-89. (Intervento presentato al convegno 5th International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN2013) tenutosi a Mons, Belgium nel July 3-5, 2013) [10.1007/978-3-319-03892-6_10].

Automatically mapping human skeletons onto virtual character armatures

SANNA, Andrea;LAMBERTI, FABRIZIO;PARAVATI, GIANLUCA;CARLEVARIS, GILLES;MONTUSCHI, PAOLO
2013

Abstract

Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character can- not be assimilated to an anthropometric shape, the task to map mo- tion capture data onto the armature to be animated could be extremely challenging. This paper presents a novel methodology for the automatic mapping of a human skeleton onto virtual character armatures. By ex- tending the concept of graph similarity, joints and bones of the tracked human skeleton are mapped onto an arbitrary shaped armature. A pro- totype implementation has been developed by using the Microsoft Kinect as body tracking device. Preliminary results show that the proposed so- lution can already be used to animate truly different characters such as a Pixar-like lamp, a fish or a dog.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2510293
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