DOI Bookmark:
http://doi.ieeecomputersociety.org/10.1109/MCG.2009.42
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 a performer's motion while accounting for surrounding obstacles. The authors propose an approach based on a Prioritized Inverse Kinematics (IK) constraint solver. Several markers placed on the participant's body are tracked by the virtual character thanks to kinematic constraints. At the same time, the approach monitors 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, any motion component heading toward the obstacle is damped by automatically created preventive constraints. The IK solver satisfies marker and preventive constraints simultaneously. Combined with an anatomically consistent, coupled spine model, the approach yields virtual character postures that remain close to the participant's, while avoiding collisions with the environment. Performance measurements show the maturity of the IK technology for real-time full-body interactions.
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Index Terms:
Virtual reality, motion capture, character animation, inverse kinematics, collision avoidance.
Citation:
Manuel Peinado, Damien Maupu, Daniel Raunhardt, Daniel Meziat, Daniel Thalmann, Ronan Boulic, "Full-Body Avatar Control with Environment Awareness," IEEE Computer Graphics and Applications, vol. 29, no. 3, pp. 62-75, May/June 2009, doi:10.1109/MCG.2009.42
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