Preferencje help
Widoczny [Schowaj] Abstrakt
Liczba wyników

Znaleziono wyników: 2

Liczba wyników na stronie
first rewind previous Strona / 1 next fast forward last
Wyniki wyszukiwania
help Sortuj według:

help Ogranicz wyniki do:
first rewind previous Strona / 1 next fast forward last
EN
The de facto standard for storing human motion data on a computer involves a representation based on Euler angles. This representation, while effective, has several short- comings. Triplets of Euler angles are not unique, and the same posture may be expressed using different combinations of angles. Furthermore, many possible Euler angle triplets correspond to unnatural positions for human joints. This means that, in general, a large part of the representational space remains unused. In this paper, we investigate a recently proposed representation inspired by molecular representations. It uses only two (instead of three) degrees of freedom per joint: a vector and a torsion angle. Using the two key ingredients of this new representation, we present a complete analysis of the Graphics Lab Motion Capture Database. The data found in this analysis provide us with some powerful insights about natural and unnatural human postures in human motions. These insights can potentially lead to possible constraints on human motions which may be used to more effectively solve open problems in the computer graphics community, most notably the problem of (human) motion adaptation.
2
Content available remote On the Representation of Human Motions and Distance-based Retargeting
EN
Distance-based motion adaptation leads to the formulation of a dynamical Distance Geometry Problem (dynDGP) where the involved distances simultaneously represent the morphology of the animated character, as well as a possible motion. The explicit use of inter-joint distances allows us to easily verify the presence of joint contacts, which one generally wishes to preserve when adapting a given motion to characters having a different morphology. In this work, we focus our attention on suitable representations of human-like animated characters, and study the advantages (and disadvantages) in using some of them. In the initial works on distance-based motion adaptation, a 3ndimensional vector was employed for representing the positions of the n joints of the character at a given frame. Here, we investigate the use of another, very popular in computer graphics, representation that basically replaces every joint position in the three-dimensional space with a set of three sorted Euler angles. We show that the latter can in fact be useful for avoiding some of the artifacts that were observed in previous computational experiments, but we argue that this Euler-angle representation, from a motion adaptation point of view, does not seem to be the optimal one. By paying particular attention to the degrees of freedom of the studied representations, it turns out that a novel character representation, inspired by representations used in structural biology for molecules, may allow us to reduce the character degrees of freedom to their minimal value. As a result, statistical analysis on human motion databases, where the motions are given with this new representation, can potentially provide important insights on human motions. This study is an initial step towards the identification of a full set of constraints capable of ensuring that unnatural postures for humans cannot be created while tackling motion adaptation problems.
first rewind previous Strona / 1 next fast forward last
JavaScript jest wyłączony w Twojej przeglądarce internetowej. Włącz go, a następnie odśwież stronę, aby móc w pełni z niej korzystać.