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Optimal and interactive keyframe selection for motion capture 被引量:1
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作者 Richard Roberts J.P.Lewis +2 位作者 Ken Anjyo Jaewoo Seo Yeongho Seol 《Computational Visual Media》 CSCD 2019年第2期171-191,共21页
Motion capture is increasingly used in games and movies, but often requires editing before it can be used, for many reasons. The motion may need to be adjusted to correctly interact with virtual objects or to fix prob... Motion capture is increasingly used in games and movies, but often requires editing before it can be used, for many reasons. The motion may need to be adjusted to correctly interact with virtual objects or to fix problems that result from mapping the motion to a character of a different size or, beyond such technical requirements, directors can request stylistic changes.Unfortunately, editing is laborious because of the lowlevel representation of the data. While existing motion editing methods accomplish modest changes, larger edits can require the artist to "re-animate" the motion by manually selecting a subset of the frames as keyframes.In this paper, we automatically find sets of frames to serve as keyframes for editing the motion. We formulate the problem of selecting an optimal set of keyframes as a shortest-path problem, and solve it efficiently using dynamic programming. We create a new simplified animation by interpolating the found keyframes using a naive curve fitting technique. Our algorithm can simplify motion capture to around 10% of the original number of frames while retaining most of its detail. By simplifying animation with our algorithm, we realize a new approach to motion editing and stylization founded on the timetested keyframe interface. We present results that show our algorithm outperforms both research algorithms and a leading commercial tool. 展开更多
关键词 MOTION CAPTURE MOTION EDITING keyframe ANIMATION dynamic PROGRAMMING
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