Most conventional media depend on engaging and appealing characters. Empty spaces and buildings would not fare well as television or movie programming, yet virtual reality usually offers up such spaces. The problem lies in the difficulty of creating computer generated characters that display real time, engaging interaction and realistic motion. Articulated figure motion for real time computer graphics offers one solution to this problem. A common approach stores a set of motions and lets you choose one particular motion at a time. The article describes a process that greatly expands the range of possible motions. Mixing motions selected from a database lets you create a new motion to exact specifications. The synthesized motion retains the original motions' subtle qualities, such as the realism of motion capture or the expressive, exaggerated qualities of artistic animation. Our method provides a new way to achieve inverse kinematics capability-for example, placing the hands or feet of an articulated figure in specific positions. It proves useful for both real time graphics and prerendered animation production. The method, called interpolation synthesis, is based on motion capture data and it provides real time character motion for interactive entertainment or avatars in virtual worlds.
['Douglas J. Wiley', 'James K. Hahn']
Interpolation synthesis of articulated figure motion