paste function, (3) generating a connecting interval by making the backward and forward predictions for the preceding and succeeding motions, (4) executing the prediction under the hypothesis of "the smooth stopping state" or "the state of connecting motion", (5) controlling the prediction intervals by the parameter indicating the importance of the motion, and (6) realizing realtime calculation." />


Realtime Concatenation Technique for Skeletal Motion in Humanoid Animation

Yoshiyuki MOCHIZUKI  Toshiya NAKA  Shigeo ASAHARA  

Publication
IEICE TRANSACTIONS on Information and Systems   Vol.E84-D   No.1   pp.188-200
Publication Date: 2001/01/01
Online ISSN: 
DOI: 
Print ISSN: 0916-8532
Type of Manuscript: PAPER
Category: Computer Graphics
Keyword: 
3D computer graphics,  web3D,  interactive,  3D virtual world,  3D character,  blending function,  

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Summary: 
In this paper, we propose a realtime concatenation technique between basic skeletal motions obtained by the motion capture technique and etc. to generate a lifelike behavior for a humanoid character (avatar). We execute several experiments to show the advantage and the property of our technique and also report the results. Finally, we describe our applied system called WonderSpace which leads participants to the exciting and attractive virtual worlds with humanoid characters in cyberspace. Our concatenation technique has the following features: (1) based on a blending method between a preceding motion and a succeeding motion by a transition function, (2) realizing "smooth transition," "monotone transition," and "equivalent transition" by the transition function called paste function, (3) generating a connecting interval by making the backward and forward predictions for the preceding and succeeding motions, (4) executing the prediction under the hypothesis of "the smooth stopping state" or "the state of connecting motion", (5) controlling the prediction intervals by the parameter indicating the importance of the motion, and (6) realizing realtime calculation.