Driving Virtual Human using the Hybrid of Position-based and Angle-based Control Mode

J. Chung , G. Shim, and B. Choi (Korea)


virtual Reality, virtual human, computer graphics, motion conversion


These days Virtual human, the technology which allows mapping of a visual representation of a performer's body motions in an online real-time manner as the motion is performed, is widely used in animation, broadcasting, computer arcades, distributed virtual environments and in many other fields. Therefore, research in tracking the motion of the performer and mapping it to the human character has received much attention. In particular, a great deal of research has been done on mapping the situation where the real user and the virtual character's body size and proportions are different. In this paper, we present a new approach for driving on-line 3D virtual human by a real-time hybrid motion conversion method (position-based control and angle-based control). This solution can be used not only to satisfy the geometric constraints but also avoid the distortion of the meaning of the performer's gestures, while giving the virtual character a natural fluidity of motion.

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