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Interactive animation of virtual humans from motion capture data

Franck Multon 1, 2 Richard Kulpa 2 Ludovic Hoyet 1 Taku Komura 3 
1 BUNRAKU - Perception, decision and action of real and virtual humans in virtual environments and impact on real environments
IRISA - Institut de Recherche en Informatique et Systèmes Aléatoires, ENS Cachan - École normale supérieure - Cachan, Inria Rennes – Bretagne Atlantique
Abstract : This paper presents a novel, parameteric framework for synthesizing new character motions from existing motion capture data. Our framework can conduct morphological adaptation as well as kinematic and physically-based corrections. All these solvers are organized in layers in order to be easily combined together. Given locomotion as an example, the system automatically adapts the motion data to the size of the synthetic figure and to its environment; the character will correctly step over complex ground shapes and counteract with external forces applied to the body. Our framework is based on a frame-based solver. This ensures animating hundreds of humanoids with different morphologies in real-time. It is particularly suitable for interactive applications such as video games and virtual reality where a user interacts in an unpredictable way.
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Submitted on : Thursday, November 12, 2009 - 11:02:38 AM
Last modification on : Friday, September 2, 2022 - 3:32:39 AM

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Franck Multon, Richard Kulpa, Ludovic Hoyet, Taku Komura. Interactive animation of virtual humans from motion capture data. Computer Animation and Virtual Worlds, 2009, 20 (5), pp.491-500. ⟨10.1002/CAV.281⟩. ⟨inria-00431402⟩



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