发明名称 Animating objects using the human body
摘要 Methods of animating objects using the human body are described. In an embodiment, a deformation graph is generated from a mesh which describes the object. Tracked skeleton data is received which is generated from sensor data and the tracked skeleton is then embedded in the graph. Subsequent motion which is captured by the sensor result in motion of the tracked skeleton and this motion is used to define transformations on the deformation graph. The transformations are then applied to the mesh to generate an animation of the object which corresponds to the captured motion. In various examples, the mesh is generated by scanning an object and the deformation graph is generated using orientation-aware sampling such that nodes can be placed close together within the deformation graph where there are sharp corners or other features with high curvature in the object.
申请公布号 US9536338(B2) 申请公布日期 2017.01.03
申请号 US201213563313 申请日期 2012.07.31
申请人 Microsoft Technology Licensing, LLC 发明人 Chen Jiawen;Izadi Shahram;Fitzgibbon Andrew William
分类号 G06T13/00;G06T13/40;G06T1/20;G06T13/80;A63F13/40 主分类号 G06T13/00
代理机构 Zete Law, P.L.L.C. 代理人 Wong Tom;Minhas Micky;Zete Law, P.L.L.C.
主权项 1. A method of animating an object comprising: generating, by a processor, a deformation graph automatically from an input mesh defining the object, the generation comprising: defining a plurality of node positions using sampling;creating a nearest neighbor graph by connecting each node to a number of nearest neighbor nodes; andthe sampling and the creating of the nearest neighbor graph both using an orientation-aware distance defined such that distances between a pair of samples increases faster when normals associated with each of the samples deviate from alignment; receiving body tracking data defining positions of one or more points on a body; attaching points on a skeleton to points on the deformation graph using the body tracking data; transforming the deformation graph in real-time based on motion of the tracked skeleton by computing a plurality of transformations; and dynamically applying the plurality of transformations to the mesh to render a corresponding animation of the object.
地址 Redmond WA US