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KinÊtre: animating the world with the human body

Published: 07 October 2012 Publication History

Abstract

KinÊtre allows novice users to scan arbitrary physical objects and bring them to life in seconds. The fully interactive system allows diverse static meshes to be animated using the entire human body. Traditionally, the process of mesh animation is laborious and requires domain expertise, with rigging specified manually by an artist when designing the character. KinÊtre makes creating animations a more playful activity, conducted by novice users interactively "at runtime". This paper describes the KinÊtre system in full, highlighting key technical contributions and demonstrating many examples of users animating meshes of varying shapes and sizes. These include non-humanoid meshes and incomplete surfaces produced by 3D scanning - two challenging scenarios for existing mesh animation systems. Rather than targeting professional CG animators, KinÊtre is intended to bring mesh animation to a new audience of novice users. We demonstrate potential uses of our system for interactive storytelling and new forms of physical gaming.

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    cover image ACM Conferences
    UIST '12: Proceedings of the 25th annual ACM symposium on User interface software and technology
    October 2012
    608 pages
    ISBN:9781450315807
    DOI:10.1145/2380116
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 07 October 2012

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    Author Tags

    1. 3d interfaces
    2. depth cameras
    3. mesh animation
    4. real-time

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    • (2024)AniCraft: Crafting Everyday Objects as Physical Proxies for Prototyping 3D Character Animation in Mixed RealityProceedings of the 37th Annual ACM Symposium on User Interface Software and Technology10.1145/3654777.3676325(1-14)Online publication date: 13-Oct-2024
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