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      Example-based retargeting of human motion to arbitrary mesh models

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      Author(s)
      Celikcan, U.
      Yaz I.O.
      Capin, T.
      Date
      2015
      Source Title
      Computer Graphics Forum
      Print ISSN
      1677055
      Publisher
      Blackwell Publishing Ltd
      Volume
      34
      Issue
      1
      Pages
      216 - 227
      Language
      English
      Type
      Article
      Item Usage Stats
      270
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      306
      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 systems
      deformations
      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/11693/23958
      Published Version (Please cite this version)
      http://dx.doi.org/10.1111/cgf.12507
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      • Department of Computer Engineering 1561
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