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Accurate on-line avatar control with collision anticipation

Published: 05 November 2007 Publication History

Abstract

Interactive control of a virtual character through full body movement has a wide range of applications. However, there is a need for systems that accurately reproduce the motion of a performer while accounting for surrounding obstacles. We propose an approach based on a Prioritized Inverse Kinematics constraint solver. Several markers are placed on the user's body. A set of kinematic constraints make the virtual character track these markers. At the same time, we monitor the instantaneous displacements of a set of geometric primitives, called observers, attached to different parts of the virtual character. When an observer enters the influence area of an obstacle, its motion is damped by means of automatically created preventive constraints. The IK solver satisfies both maker and preventive constraints simultaneously, yielding postures of the virtual character that remain close to those of the user, while avoiding collisions with the virtual environment. Our performance measurements show the maturity of the IK technology for real-time full-body interactions.

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cover image ACM Conferences
VRST '07: Proceedings of the 2007 ACM symposium on Virtual reality software and technology
November 2007
259 pages
ISBN:9781595938633
DOI:10.1145/1315184
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 05 November 2007

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Author Tags

  1. character animation
  2. collision avoidance
  3. inverse kinematics
  4. motion capture
  5. virtual reality

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Overall Acceptance Rate 66 of 254 submissions, 26%

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Cited By

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  • (2020)Interactive character posing with efficient collision handlingComputer Animation and Virtual Worlds10.1002/cav.192331:3Online publication date: 4-Mar-2020
  • (2018)Multi-Character Physical and Behavioral Interactions ControllerIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2016.254206723:6(1650-1662)Online publication date: 28-Dec-2018
  • (2010)Character Based AdaptationModeling and Simulating Bodies and Garments10.1007/978-1-84996-263-6_2(31-70)Online publication date: 3-Jun-2010
  • (2009)Continuity of Varying-Feature-Set Control LawsIEEE Transactions on Automatic Control10.1109/TAC.2009.203120254:11(2493-2505)Online publication date: Nov-2009
  • (2009)Full-Body Avatar Control with Environment AwarenessIEEE Computer Graphics and Applications10.1109/MCG.2009.4229:3(62-75)Online publication date: May-2009
  • (2009)Simulating gaze attention behaviors for crowdsComputer Animation and Virtual Worlds10.1002/cav.29320:2-3(111-119)Online publication date: 13-May-2009
  • (2008)The mental vision framework - a platform for teaching, practicing and researching with computer graphics and virtual realityTransactions on edutainment I10.5555/1809375.1809396(242-260)Online publication date: 1-Jan-2008
  • (2008)The Mental Vision Framework - A Platform for Teaching, Practicing and Researching with Computer Graphics and Virtual RealityTransactions on Edutainment I10.1007/978-3-540-69744-2_19(242-260)Online publication date: 2008
  • (2008)Motion adaptation based on character shapeComputer Animation and Virtual Worlds10.1002/cav.23319:3-4(189-198)Online publication date: 25-Jul-2008

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