Example-based retargeting of human motion to arbitrary mesh models
Date
2015Source Title
Computer Graphics Forum
Print ISSN
1677055
Publisher
Blackwell Publishing Ltd
Volume
34
Issue
1
Pages
216 - 227
Language
English
Type
ArticleItem Usage Stats
270
views
views
306
downloads
downloads
Abstract
We present a novel method for retargeting human motion to arbitrary 3D mesh models with as little user interaction as possible. Traditional motion-retargeting systems try to preserve the original motion, while satisfying several motion constraints. Our method uses a few pose-to-pose examples provided by the user to extract the desired semantics behind the retargeting process while not limiting the transfer to being only literal. Thus, mesh models with different structures and/or motion semantics from humanoid skeletons become possible targets. Also considering the fact that most publicly available mesh models lack additional structure (e.g. skeleton), our method dispenses with the need for such a structure by means of a built-in surface-based deformation system. As deformation for animation purposes may require non-rigid behaviour, we augment existing rigid deformation approaches to provide volume-preserving and squash-and-stretch deformations. We demonstrate our approach on well-known mesh models along with several publicly available motion-capture sequences. We present a novel method for retargeting human motion to arbitrary 3D mesh models with as little user interaction as possible. Traditional motion-retargeting systems try to preserve the original motion, while satisfying several motion constraints. Our method uses a few pose-to-pose examples provided by the user to extract the desired semantics behind the retargeting process while not limiting the transfer to being only literal. Thus, mesh models with different structures and/or motion semantics from humanoid skeletons become possible targets. © 2014 The Eurographics Association and John Wiley & Sons Ltd.
Keywords
animation systemsdeformations
I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animation
motion capture
retargeting
Animation
Computer graphics
Deformation
Musculoskeletal system
Semantics
Additional structures
Animation systems
Different structure
I.3.7 [computer graphics]: three-dimensional graphics and realism - animations
Motion capture
Motion retargeting
retargeting
Squash and stretches
Three dimensional computer graphics
Permalink
http://hdl.handle.net/11693/23958Published Version (Please cite this version)
http://dx.doi.org/10.1111/cgf.12507Collections
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