Production and Playback of Human Figure Motion 3D Virtual Environments

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Granieri, John P.
Crabtree, Jonathan

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We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notions are (1) the logical storage of full body motion in posture graphs, which provides a simple motion access method for playback, and (2) mapping the motions of higher DOF figures using slaving to provide human models at several levels of detail, both in geometry and articulation, for later playback. We present our system in a context of a simple problem: Animating human figures in a distributed simulation, using DIS protocols for communication the human state information. We also discuss several related techniques for real-time animation of articulated figures in visual simulation.

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1995

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Center for Human Modeling and Simulation

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2023-05-17T01:08:12.000

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Copyright 1995 IEEE. Reprinted from Proceedings of the Virtual Reality Annual International Symposium (VRAIS '95), March 1995, pages 127-135. This material is posted here with permission of the IEEE. Such permission of the IEEE does not in any way imply IEEE endorsement of any of the University of Pennsylvania's products or services. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org. By choosing to view this document, you agree to all provisions of the copyright laws protecting it.

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