Real-time physical modelling of character movements with Microsoft Kinect

Hubert P. H. Shum, Edmond Ho

Research output: Contribution to conferencePaperpeer-review

38 Citations (Scopus)

Abstract

With the advancement of motion tracking hardware such as the Microsoft Kinect, synthesizing human-like characters with real-time captured movements becomes increasingly important. Traditional kinematics and dynamics approaches perform sub-optimally when the captured motion is noisy or even incomplete. In this paper, we proposed a unified framework to control physically simulated characters with live captured motion from Kinect. Our framework can synthesize any posture in a physical environment using external forces and torques computed by a {PD} controller. The major problem of Kinect is the incompleteness of the captured posture, with some degree of freedom ({DOF)} missing due to occlusions and noises. We propose to search for a best matched posture from a motion database constructed in a dimensionality reduced space, and substitute the missing {DOF} to the live captured data. Experimental results show that our method can synthesize realistic character movements from noisy captured motion. The proposed algorithm is computationally efficient and can be applied to a wide variety of interactive virtual reality applications such as motion-based gaming, rehabilitation and sport training.
Original languageEnglish
Pages17
Number of pages1
Publication statusPublished - Dec 2012
EventVRST '12: Proceedings of the 2012 ACM symposium on Virtual reality software and technology - Toronto, Canada
Duration: 1 Dec 2012 → …
http://www.vrst.org/index.cgi?home

Conference

ConferenceVRST '12: Proceedings of the 2012 ACM symposium on Virtual reality software and technology
Period1/12/12 → …
Internet address

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