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    Interactive Motion Mapping for Real-time Character Control

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    Date
    2014
    Author
    Rhodin, Helge
    Tompkin, James
    Kim, Kwang In
    Varanasi, Kiran
    Seidel, Hans-Peter
    Theobalt, Christian
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    Abstract
    Abstract It is now possible to capture the 3D motion of the human body on consumer hardware and to puppet in real time skeleton-based virtual characters. However, many characters do not have humanoid skeletons. Characters such as spiders and caterpillars do not have boned skeletons at all, and these characters have very different shapes and motions. In general, character control under arbitrary shape and motion transformations is unsolved - how might these motions be mapped? We control characters with a method which avoids the rigging-skinning pipeline - source and target characters do not have skeletons or rigs. We use interactively-defined sparse pose correspondences to learn a mapping between arbitrary 3D point source sequences and mesh target sequences. Then, we puppet the target character in real time. We demonstrate the versatility of our method through results on diverse virtual characters with different input motion controllers. Our method provides a fast, flexible, and intuitive interface for arbitrary motion mapping which provides new ways to control characters for real-time animation.
    BibTeX
    @article {10.1111:cgf.12325,
    journal = {Computer Graphics Forum},
    title = {{Interactive Motion Mapping for Real-time Character Control}},
    author = {Rhodin, Helge and Tompkin, James and Kim, Kwang In and Varanasi, Kiran and Seidel, Hans-Peter and Theobalt, Christian},
    year = {2014},
    publisher = {The Eurographics Association and John Wiley and Sons Ltd.},
    ISSN = {1467-8659},
    DOI = {10.1111/cgf.12325}
    }
    URI
    http://dx.doi.org/10.1111/cgf.12325
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    • 33-Issue 2
    • Full Papers 2014 - CGF 33-Issue 2

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    Eurographics Association copyright © 2013 - 2023 
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    Theme by @mire NV
    System hosted at  Graz University of Technology.
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