Interacting with Physically-Based Character Using Real-Time Motion Capture with Kinect Sensor

Italo N. S. Pessoa, Pedro Henrique A. Q. de Sousa,Rubens Fernandes Nunes

2016 XVIII Symposium on Virtual and Augmented Reality (SVR)(2016)

引用 1|浏览1
暂无评分
摘要
The use of animated characters is one of themain factors of success for games and simulators. Characters that react to the environment around them provide greater immersion to the user. Another way to improve the user's immersion is providing greater control over the character. Inthis work, we create a physically simulated character based onthe characteristics of the user. Thus, the character used in the simulation becomes unique, with their advantages and physical limitations. We use a Kinect Sensor in order to capture theuser's motion, along with the physical simulation library Open Dynamics Engine, responsible for creating the bodies thatcompose the character and considering the necessary torques and forces, calculated through PD (Proportional-Derivative) controllers. Once created the character, it is inserted into aninteractive scenario, previously configured to analyse user's interaction.
更多
查看译文
关键词
animation,motion capture,physically based modeling
AI 理解论文
溯源树
样例
生成溯源树,研究论文发展脉络
Chat Paper
正在生成论文摘要