Full metadata record
DC FieldValueLanguage
dc.contributor.authorAhn, Junghyun
dc.contributor.authorKim, Byung-Cheo
dc.contributor.authorThalmann, Daniel
dc.contributor.authorWohn, Kwangyun
dc.contributor.editorSkala, Václav
dc.date.accessioned2013-02-18T10:22:27Z
dc.date.available2013-02-18T10:22:27Z
dc.date.issued2010
dc.identifier.citationJournal of WSCG. 2010, vol. 18, no. 1-3, p. 105-112.en
dc.identifier.isbn978-80-86943-89-3
dc.identifier.issn1213–6972 (hardcover)
dc.identifier.issn1213–6980 (CD-ROM)
dc.identifier.issn1213–6964 (online)
dc.identifier.urihttp://wscg.zcu.cz/WSCG2010/Papers_2010/!_2010_J_WSCG-2010_1-3.pdf
dc.identifier.urihttp://hdl.handle.net/11025/1261
dc.description.abstractMotion LoD (Level of Detail) is a preprocessing technique that generates multiple details of captured motion by eliminating joints. This LoD technique is applied to movie, game or VR environments for the purpose of improving speed of crowd animation. So far, replacement techniques such as ‘impostor’ and ‘rigid body motion’ are widely used on real-time crowd, since they dramatically improve speed of animation. However, our experiment shows that the number of joints has a greater effect on the animation speed than anticipated. To exploit this, we propose a new motion LoD technique that not only improves the speed but also preserves the quality of motion. Our approach lies in between impostor and skeletal animation, offering seamless motion details at run time. Joint-elimination priority of each captured motion is derived from joint importance, which is generated by the proposed posture error equation. Considering hierarchical depth and rotational variation of joint, our error equation measures posture difference successfully and allows finding key posture of the entire motion. This ‘motion analysis’ process contributes error reduction to the next ‘motion simplification’ stage, where multiple details of motion are regenerated by the proposed motion optimization. In order to reduce the burden of optimization, all the terms of the objective function - distance, string, and angle error - are defined by joint-position vectors. In this aspect, a constrained optimization problem is formulated in a quadratic form. Thus, a sequential quadratic programming (SQP), a nonlinear optimization method, is suitable for resolving this problem. As the result of our experiment, the proposed motion LoD technique improves the animation speed and visual quality of simplified motion. Moreover, our approach reduces the preprocessing time and automates the whole process of LoD generation.en
dc.format8 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.rights© Václav Skala - UNION Agencycs
dc.subjectúroveň detailucs
dc.subjectanimace davucs
dc.subjectreal-time animacecs
dc.subjectpohybová analýzacs
dc.subjectpohybová optimalizacecs
dc.titleAutomated motion LoD with rigid constraintsen
dc.typečlánekcs
dc.typearticleen
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedlevel of detailen
dc.subject.translatedcrowd animationen
dc.subject.translatedreal-time animationen
dc.subject.translatedmotion analysisen
dc.subject.translatedmotion optimalizationen
dc.type.statusPeer-revieweden
Appears in Collections:Number 1-3 (2010)

Files in This Item:
File Description SizeFormat 
Ahn.pdf644,48 kBAdobe PDFView/Open


Please use this identifier to cite or link to this item: http://hdl.handle.net/11025/1261

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.