earticle

논문검색

Kinect 센서를 사용한 동작기반 게임 캐릭터 애니메이션

원문정보

Gesture-based Game Character Animation Using Motion Data Captured From the Kinect Sensor

윤현철, 박종승

피인용수 : 0(자료제공 : 네이버학술정보)

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

ABSTRACT
 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

저자정보

  • 윤현철 Hyun-Cheol Yoon. 인천대학교 컴퓨터공학과 학ㆍ석사 연계과정
  • 박종승 Jong-Seung Park. 인천대학교 컴퓨터공학과 부교수

참고문헌

자료제공 : 네이버학술정보

    함께 이용한 논문

      ※ 기관로그인 시 무료 이용이 가능합니다.

      • 4,000원

      0개의 논문이 장바구니에 담겼습니다.