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Automatically Mapping Human Skeletons onto Virtual Character Armatures

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Abstract

Motion capture systems provide an efficient and interactive solution for extracting information related to a human skeleton, which is often exploited to animate virtual characters. When the character cannot be assimilated to an anthropometric shape, the task to map motion capture data onto the armature to be animated could be extremely challenging. This paper presents a novel methodology for the automatic mapping of a human skeleton onto virtual character armatures. By extending the concept of graph similarity, joints and bones of the tracked human skeleton are mapped onto an arbitrary shaped armature. A prototype implementation has been developed by using the Microsoft Kinect as body tracking device. Preliminary results show that the proposed solution can already be used to animate truly different characters such as a Pixar-like lamp, a fish or a dog.

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© 2013 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering

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Sanna, A., Lamberti, F., Paravati, G., Carlevaris, G., Montuschi, P. (2013). Automatically Mapping Human Skeletons onto Virtual Character Armatures. In: Mancas, M., d’ Alessandro, N., Siebert, X., Gosselin, B., Valderrama, C., Dutoit, T. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2013. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 124. Springer, Cham. https://doi.org/10.1007/978-3-319-03892-6_10

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  • DOI: https://doi.org/10.1007/978-3-319-03892-6_10

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-03891-9

  • Online ISBN: 978-3-319-03892-6

  • eBook Packages: Computer ScienceComputer Science (R0)

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