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We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notions are (1) the logical storage of full body motion in posture graphs, which provides a simple motion access method for playback, and (2) mapping the motions of higher DOF figures using slaving to provide human models at several levels of detail, both in geometry and articulation, for later playback. We present our system in a context of a simple problem: Animating human figures in a distributed simulation, using DIS protocols for communication the human state information. We also discuss several related techniques for real-time animation of articulated figures in visual simulation.
Granieri, J. P., Crabtree, J., & Badler, N. I. (1995). Production and Playback of Human Figure Motion 3D Virtual Environments. Retrieved from http://repository.upenn.edu/hms/79
Date Posted: 09 August 2007