원문정보
Gesture-based Game Character Animation Using Motion Data Captured From the Kinect Sensor
초록
영어
Creating avatar animations are tedious and time-consuming task since the desired avatar poses should be specified for each of a large number of keyframes. This paper proposes a fast and handy method to create game character animation contents using the motion data captured from the Kinect sensor. A Kinect sensor captures and saves the human motion. The Kinect sensor provides the motion information in a simple form of coordinates of joint positions. Using the captured motion data we determine the set of bone transforms that makes up the human skeletal animation data. The animation data is utilized to determine the position of all the bones at the current time in the animation. For experimental purpose we create a simple avatar character. We express the character model by the MD5 format, in which the mesh data and animation data are separated. A set of twenty joint positions reflect a snapshot of the character pose. The sets are used to evaluate the bone transform matrices and construct our skeletal animation scheme. We verified our method by appling the captured Kinect motion data to character animation. Our approach provides an easy method for creating avatar animations.
목차
1. 서론
2. Kinect에서의 동작 인식
2.1 Kinect의 모션 센싱 방법
2.2 Human Skeleton 3D 좌표 획득
2.3 뼈대 프레임 정보 획득
3. 게임 캐릭터 애니메이션
3.1 콘텐츠 제작 과정
3.2 캐릭터 모델의 표현과 로드
3.3 동작 인식과 모션 출력
3.4 모션 로드와 렌더링
4. 실험결과 및 고찰
5. 결론
감사의 글
참고문헌