The accurate and diversified generation of motion sequences for virtual characters poses both an enticing and challenging task within the domain of 3D animation and game content production. To achieve a natural and realistic full-body motion, the movements of virtual characters must adhere to a set of constraints, promoting reliable and seamless pose-changing. This study presents a two-stage model specifically designed to learn Inverse Kinematics (IK) constraints from the representative quadruped character poses. In the first stage, we employ frequency analysis to decompose motion poses into the base-level and style-level components. The base-level content encapsulates the global correlations in the dataset, while the style-level variation centers on distinguishing the local attributes in similar data elements. In order to construct data correlations among poses, we embed the decomposed pose feature into a latent space in the second stage. The kernel matrix of the embedding, which is refined from the original joint angles to the decomposed representation and the IK constraints, creates a more compact distribution of the pose similarity and also guarantees a plausible sampling result with certain IK constraints. Moreover, new motions from the edited IK constraints can also be generated by proposing a searching strategy to adapt to our latent embedding. Experimental results reveal that our method is competitive with the state-of-the-art synthetic approaches in terms of accuracy, highlighting our considerable potential for high efficiency in the animation production.
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http://dx.doi.org/10.1109/TVCG.2024.3507952 | DOI Listing |
IEEE Trans Pattern Anal Mach Intell
March 2025
The advancement of 4D (i.e., sequential 3D) generation opens up new possibilities for lifelike experiences in various applications, where users can explore dynamic objects or characters from any viewpoint.
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March 2025
Considering the issue of privacy leakage and motivating more sophisticated protection methods for air-typing with XR devices, in this paper, we propose AirtypeLogger, a new approach towards practical video-based attacks on the air-typing activities of XR users in virtual space. Different from the existing approaches, AirtypeLogger considers a scenario in which the users are typing a short text fragment with semantic meaning occasionally under the spy of video cameras. It detects and localizes the air-typing events in video streams and proposes the spatial-temporal representation to encode the keystrokes' relative positions and temporal order.
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March 2025
Virtual Reality (VR) technologies offer compelling experiences by allowing users to immerse themselves in simulated environments interacting through avatars. However, despite its ability to evoke emotional responses, and seeing 'through the eyes' of the displayed other, it remains unclear to what extent VR actually fosters perspective-taking (PT) or thinking about others' thoughts and feelings. It might be that the common belief that one can "become someone else" through VR is misleading, and that engaging situations through a different viewpoint does not produce a different cognitive standpoint.
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November 2024
The accurate and diversified generation of motion sequences for virtual characters poses both an enticing and challenging task within the domain of 3D animation and game content production. To achieve a natural and realistic full-body motion, the movements of virtual characters must adhere to a set of constraints, promoting reliable and seamless pose-changing. This study presents a two-stage model specifically designed to learn Inverse Kinematics (IK) constraints from the representative quadruped character poses.
View Article and Find Full Text PDFPLoS One
February 2025
College of Comic and Animation, Kyungil University, Gyeongsan, Korea.
In the field of human animation generation, the existing technology is often limited by the dependence on large-scale data sets, and it is difficult to capture subtle dynamic changes when processing motion transitions, resulting in insufficient animation fluency and realism. In order to improve the naturalness and diversity of human animation generation, a method combining motion smoothing algorithm and motion segmentation algorithm is proposed. Firstly, the tree-level model based on human skeleton topology and bidirectional unbiased Kalman filter are used for noise reduction pre-processing of motion data to improve the accuracy of motion capture.
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