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Haptic Puppetry for Interactive Games

机译:互动游戏的触觉木偶

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摘要

In interactive computer games and computer animation, intuitively controlling the motion of an articulated character is considered as a difficult task. One of the reasons is that, typically, an articulated model used in the field has a high degree-of-freedom (DOF) for joints so that it is challenging to devise an easy-to-use interface to control the individual DOF. In this paper, as an alternative to existing techniques for controlling articulated characters, we propose the traditional marionette control as natural interfaces to control the characters, and explain how to implement a virtual marionette based on physically-based modelling and haptic paradigm. Using our virtual marionette system, we can rapidly but easily create sophisticated motions for a high-DOF articulated character. Moreover, our system relies on haptic interfaces to model the behavior of real-world marionette controls and provides to the puppeteer responsive forces as a result of the created motions. This results in the puppeteer having a better sense of control over the marionette that she or he manipulates. Our experimentations show that our system can create reasonably complicated motions for articulated characters in an easy and quick manner at highly interactive rates.
机译:在交互式计算机游戏和计算机动画中,直观地控制关节角色的运动被认为是一项艰巨的任务。原因之一是,通常,在该领域中使用的铰接模型对关节具有很高的自由度(DOF),因此设计一种易于使用的界面来控制各个DOF颇具挑战性。在本文中,作为对控制关节角色的现有技术的替代,我们提出了传统的木偶控件作为控制角色的自然界面,并解释了如何基于基于物理的建模和触觉范例实现虚拟的木偶。使用我们的虚拟木偶系统,我们可以快速但轻松地为高自由度关节角色创建复杂的动作。此外,我们的系统依赖于触觉界面来对现实世界中的木偶控件的行为进行建模,并通过创建的动作向木偶提供响应力。这使得木偶对她或他操纵的木偶有更好的控制感。我们的实验表明,我们的系统可以轻松,快速地以高度交互的速率为关节角色创建相当复杂的动作。

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