TY - GEN
T1 - UPSR
T2 - 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2023
AU - Song, Wenfeng
AU - Zhang, Xinyu
AU - Gao, Yang
AU - Luo, Yifan
AU - Wang, Haoxiang
AU - Wang, Xianfei
AU - Hou, Xia
N1 - Publisher Copyright:
© 2023 IEEE.
PY - 2023
Y1 - 2023
N2 - Pose-driven avatar animation is widely applied in VR fields. The flexible creation of animations is a significant yet challenging task due to the heterogeneous topologies and shapes of avatars. To allevi-ate this, we propose a unified proxy skeleton for retargeting (UPSR) to achieve consistent motions of the virtual avatar. Particularly, the heterogeneous topologies are converted into a unified skeleton topol-ogy of the avatars by using a learned nonlinear mapping function. Furthermore, we propose to retarget the skeletons with different body shapes into 3D virtual avatars. Our UPSR can produce avatar animations with a higher level of authenticity without the depen-dency on high-cost motion capture devices or the restrictions of its topology. Additionally, we could drive detailed motions based on multiple sources of motion datasets, including monocular videos, motion capture devices, and standard motion files, with the precise motion capture of eyes, lips, hands, and bodies.
AB - Pose-driven avatar animation is widely applied in VR fields. The flexible creation of animations is a significant yet challenging task due to the heterogeneous topologies and shapes of avatars. To allevi-ate this, we propose a unified proxy skeleton for retargeting (UPSR) to achieve consistent motions of the virtual avatar. Particularly, the heterogeneous topologies are converted into a unified skeleton topol-ogy of the avatars by using a learned nonlinear mapping function. Furthermore, we propose to retarget the skeletons with different body shapes into 3D virtual avatars. Our UPSR can produce avatar animations with a higher level of authenticity without the depen-dency on high-cost motion capture devices or the restrictions of its topology. Additionally, we could drive detailed motions based on multiple sources of motion datasets, including monocular videos, motion capture devices, and standard motion files, with the precise motion capture of eyes, lips, hands, and bodies.
KW - Animation
KW - Computer graphics
KW - Computing methodologies
KW - Motion capture
UR - https://www.scopus.com/pages/publications/85159716327
U2 - 10.1109/VRW58643.2023.00276
DO - 10.1109/VRW58643.2023.00276
M3 - 会议稿件
AN - SCOPUS:85159716327
T3 - Proceedings - 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2023
SP - 867
EP - 868
BT - Proceedings - 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2023
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 25 March 2023 through 29 March 2023
ER -