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Parametric Control of Captured Mesh Sequences for Real-Time Animation

Paper

Dan Casas, Margara Tejera, Jean-Yves Guillemaut and Adrian Hilton.
Parametric Control of Captured Mesh Sequences for Real-Time Animation
Fourth International Conference on Motion in Games 2011 (MIG2011). Springer Lecture Notes in Computer Science (LNCS) 7060, pp. 242–253, 2011.
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Abstract

In this paper we introduce an approach to high-level parameterisation of captured mesh sequences of actor performance for real-time interactive animation control. High-level parametric control is achieved by non-linear blending between multiple mesh sequences exhibiting variation in a particular movement. For example walking speed is parameterised by blending fast and slow walk sequences. A hybrid non-linear mesh sequence blending approach is introduced to approximate the natural deformation of non-linear interpolation techniques whilst maintaining the real-time performance of linear mesh blending. Quantitative results show that the hybrid approach gives an accurate real-time approximation of offline non-linear deformation. Results are presented for single and multi-dimensional parametric control of walking (speed/direction), jumping (heigh/distance) and reaching (height) from captured mesh sequences. This approach allows continuous real-time control of high-level parameters such as speed and direction whilst maintaining the natural surface dynamics of captured movement.


Bibtex

@inproceedings{casasMIG2011,
author = {Dan Casas, Margara Tejera, Jean-Yves Guillemaut and Adrian Hilton},
title = {Parametric Control of Captured Mesh Sequences for Real-Time Animation},
booktitle = {Proceedings of the 4th International Conference on Motion In Games (MIG)}
publisher = {Springer},
series = {Lecture Notes in Computer Science},
pages = {242--253},
volume = {7060},
year = {2011},
location = {Edinburgh, UK}