Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/1576246.1531367acmconferencesArticle/Chapter ViewAbstractPublication PagessiggraphConference Proceedingsconference-collections
research-article

Performance-based control interface for character animation

Published: 27 July 2009 Publication History

Abstract

Most game interfaces today are largely symbolic, translating simplified input such as keystrokes into the choreography of full-body character movement. In this paper, we describe a system that directly uses human motion performance to provide a radically different, and much more expressive interface for controlling virtual characters. Our system takes a data feed from a motion capture system as input, and in real-time translates the performance into corresponding actions in a virtual world. The difficulty with such an approach arises from the need to manage the discrepancy between the real and virtual world, leading to two important subproblems 1) recognizing the user's intention, and 2) simulating the appropriate action based on the intention and virtual context. We solve this issue by first enabling the virtual world's designer to specify possible activities in terms of prominent features of the world along with associated motion clips depicting interactions. We then integrate the prerecorded motions with online performance and dynamic simulation to synthesize seamless interaction of the virtual character in a simulated virtual world. The result is a flexible interface through which a user can make freeform control choices while the resulting character motion maintains both physical realism and the user's personal style.

Supplementary Material

JPG File (tps002_09.jpg)
MP4 File (tps002_09.mp4)

References

[1]
Arikan, O., and Forsyth, D. A. 2002. Synthesizing constrained motions from examples. ACM Trans. on Graphics 21, 3, 483--490.
[2]
Chai, J., and Hodgins, J. K. 2005. Performance animation from low-dimensional control signals. ACM Trans. on Graphics 24, 3, 686--696.
[3]
CMU Motion Capture Database, http://mocap.cs.cmu.edu/.
[4]
Darrell, T., and Pentland, A. 1993. Space-time gestures. In CVPR, 335--340.
[5]
Dontcheva, M., Yngve, G., and Popović, Z. 2003. Layered acting for character animation. ACM Trans. on Graphics 22, 3, 409--416.
[6]
Gleicher, M. 1997. Motion editing with spacetime constraints. In Symposium on Interactive 3D Graphics, 139--148.
[7]
Grochow, K., Martin, S. L., Hertzmann, A., and Popović, Z. 2004. Style-based inverse kinematics. ACM Trans. on Graphics 23, 3, 522--531.
[8]
Igarashi, T., Moscovich, T., and Hughes, J. F. 2005. Spatial keyframing for performance-driven animation. In Eurographics, 107--115.
[9]
Keogh, E., Palpanas, T., Zordan, V., Gunopulos, D., and Cardle, M. 2004. Indexing large human-motion databases.
[10]
Kovar, L., Gleicher, M., and Pighin, F. 2002. Motion graphs. ACM Trans. on Graphics 21, 3, 473--482.
[11]
Laszlo, J., van de Panne, M., and Fiume, E. L. 2000. Interactive control for physically-based animation. In ACM SIGGRAPH, 201--208.
[12]
Lee, J., and Shin, S. Y. 1999. A hierarchical approach to interactive motion editing for human-like figures. In ACM SIGGRAPH.
[13]
Lee, J., Chai, J., Reitsma, P. S. A., Hodgins, J. K., and Pollard, N. S. 2002. Interactive control of avatars animated with human motion data. ACM Trans. on Graphics 21, 3, 491--500.
[14]
Müller, M., Röder, T., and Clausen, M. 2005. Efficient content-based retrieval of motion capture data. ACM Trans. on Graphics 24, 3, 677--685.
[15]
Neff, M., Albrecht, I., and Seidel, H.-P. 2007. Layered performance animation with correlation maps. Computer Graphics Forum 26, 3, 675--684.
[16]
Oore, S., Terzopoulos, D., and Hinton, G. 2002. Local physical models for interactive character animation. Computer Graphics Forum 21, 3, 337--326.
[17]
Popović, Z., and Witkin, A. 1999. Physically based motion transformation. In ACM SIGGRAPH, 11--20.
[18]
Shin, H. J., Lee, J., Gleicher, M., and Shin, S. Y. 2001. Computer puppetry: An importance-based approach. ACM Trans. on Graphics 20, 2, 67--94.
[19]
Shiratori, T., and Hodgins, J. K. 2008. Accelerometer-based user interfaces for the control of a physically simulated character. ACM Trans. on Graphics 27, 5, 123:1--123:9.
[20]
Thorne, M., Burke, D., and van de Panne, M. 2004. Motion doodles: an interface for sketching character motion. ACM Trans. on Graphics, 424--431.
[21]
Witkin, A., and Popović, Z. 1995. Motion warping. In ACM SIGGRAPH.
[22]
Yamato, J., Ohya, J., and Ishii, K. 1992. Recognizing human action in time-sequential images using hidden markov model. In ICCV, 379--385.
[23]
Yin, K., and Pai, D. 2003. FootSee: an interactive animation system. In ACM SIGGRAPH/Eurographics symposium on Computer animation, 329--338.
[24]
Zhao, P., and van de Panne, M. 2005. User interfaces for interactive control of physics-based 3d characters. In Symposium on Interactive 3D graphics and games, 87--94.

Cited By

View all
  • (2020)Fast and flexible multilegged locomotion using learned centroidal dynamicsACM Transactions on Graphics10.1145/3386569.339243239:4(46:1-46:17)Online publication date: 12-Aug-2020
  • (2018)Real-time locomotion with character-fluid interactionsProceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3274247.3274515(1-8)Online publication date: 8-Nov-2018
  • (2017)MechVRProceedings of the 10th International Conference on Motion in Games10.1145/3136457.3136468(1-5)Online publication date: 8-Nov-2017
  • Show More Cited By

Index Terms

  1. Performance-based control interface for character animation

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    SIGGRAPH '09: ACM SIGGRAPH 2009 papers
    July 2009
    795 pages
    ISBN:9781605587264
    DOI:10.1145/1576246
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 27 July 2009

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. character animation
    2. motion capture

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    SIGGRAPH09
    Sponsor:

    Acceptance Rates

    SIGGRAPH '09 Paper Acceptance Rate 78 of 439 submissions, 18%;
    Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)2
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 30 Sep 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2020)Fast and flexible multilegged locomotion using learned centroidal dynamicsACM Transactions on Graphics10.1145/3386569.339243239:4(46:1-46:17)Online publication date: 12-Aug-2020
    • (2018)Real-time locomotion with character-fluid interactionsProceedings of the 11th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3274247.3274515(1-8)Online publication date: 8-Nov-2018
    • (2017)MechVRProceedings of the 10th International Conference on Motion in Games10.1145/3136457.3136468(1-5)Online publication date: 8-Nov-2017
    • (2016)A tangible interface for 3D character animation using augmented reality technology2016 8th International Conference on Information Technology and Electrical Engineering (ICITEE)10.1109/ICITEED.2016.7863263(1-6)Online publication date: Oct-2016
    • (2015)A novel approach to sports oriented video games with real-time motion streamingProceedings of the 7th ACM SIGCHI Symposium on Engineering Interactive Computing Systems10.1145/2774225.2774836(64-73)Online publication date: 23-Jun-2015
    • (2014)Sketching human character animations by composing sequences from large motion databaseThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-013-0797-130:2(213-227)Online publication date: 1-Feb-2014
    • (2013)Body-controlled trampoline training games based on computer visionCHI '13 Extended Abstracts on Human Factors in Computing Systems10.1145/2468356.2468560(1143-1148)Online publication date: 27-Apr-2013
    • (2012)Finger walkingProceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.5555/2422356.2422364(43-52)Online publication date: 29-Jul-2012
    • (2012)FingerWalkingProceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation10.5555/2421731.2421739(43-52)Online publication date: 29-Jul-2012
    • (2010)Enhanced interactive gaming by blending full-body tracking and gesture animationACM SIGGRAPH ASIA 2010 Sketches10.1145/1899950.1899984(1-2)Online publication date: 15-Dec-2010

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media