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A Robust Balance Strategy Applied to Real-Time Animation Data with Kinect Sensor

机译:带有Kinect传感器的实时动画数据的稳健平衡策略

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The hardware evolution had promoted amazing possibilities of interaction in virtual environments, attracting a lot of research in the most diverse fields, especially in games. In this work, we explore the animation data captured by Microsoft Kinect in real-time for developing user interaction in a virtual simulated environment. We use physically based characters with balance treatment and proportional-derivative controllers to track the user's reference joints, making use of internal torques. For this, we show a strategy of contact that allows great stability for the character with artificial torques to the standing foot, and a policy of support changes that have three elements: the feet' positions from Kinect data, the support configuration of the virtual character and a virtual step strategy inspired by SIMBICON (Simple Biped Locomotion Control). As results, we expose the controller's abilities and interactivity in real-time without use of optimization or inverse dynamics.
机译:硬件的发展为虚拟环境中的交互带来了惊人的可能性,吸引了众多领域的大量研究,尤其是在游戏领域。在这项工作中,我们将实时探索Microsoft Kinect捕获的动画数据,以便在虚拟模拟环境中开发用户交互。我们使用带有平衡处理和比例微分控制器的基于物理的字符来跟踪用户的参考关节,并利用内部扭矩。为此,我们展示了一种接触策略,该策略可以通过对立脚施加人工转矩来使角色具有极大的稳定性,并提供一种具有三个要素的支撑更改策略:来自Kinect数据的脚的位置,虚拟角色的支撑配置以及受SIMBICON(简单Biped运动控制)启发的虚拟步调策略。结果,我们无需使用优化或逆动力学即可实时公开控制器的功能和交互性。

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