Browsing by Author "Chen, Yan-Ju"
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Item type:Item, Interactive and flexible motion transition(2007-09-01) ;Peng, Jen-Yu ;Lin, I-Chen ;Chao, Jui-Hsiang ;Chen, Yan-JuJuang, Gwo-HaoIn this paper, we present an example-based motion synthesis technique. Users can interactively control the virtual character to perform desired actions in any order. The desired action can be not only recorded or pre-computed motion, but also parametric synthesized one to attain the precise control of avatars. Moreover, a user can change their commands any time to switch to another action according to the instant response of opponents infighting. The quality transition motions between consecutive actions are rapidly synthesized through traversing a simple graph structure which represents the transition relationships between different poses. The graph is constructed according to clustering on frames in a corpus of motion capture data. With the pre-computation of path finding, our approach can also be applied to real-time applications. Besides, this pre-computed graph structure can be used to transit those motions not included in the database. Furthermore, our approach is automatic without any human intervention. The final results demonstrate the potential of our algorithm. Copyright (c) 2007 John Wiley & Sons, Ltd.Item type:Item, Partial Motion Blending and Assembly for Interactive Motion Synthesis(2008) ;Juang, Gwo-Hao ;Chen, Yan-Ju ;Peng, Jen-Yu ;Lin, I-ChenChao, Jui-HsiangInteractively controlling or editing motion capture data is an intriguing topic in games or animation prototyping. However, data-driven approaches require a large data set to synthesize motion of high variety. In the first part of this paper, we propose novel partial motion synthesis to extend the control parameter space or variety of limited motion data. We extend the attack range of kicking or punching by blending body parts respectively and then reassembling. Users can simply assign a target position in the extended parameter space and will get a motion that hit the desired target. In the second application, we propose applying partial motion assembly for motion editing. Given a sequence of key postures, our system will retrieve resembling partial figures from data sets. While reassembling the different parts of character motion and adjusting the motion variance according to the query motion, our novel synthetic motions can preserve original style and naturalness.