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Normalized Euclidean distance matrices for human motion retargeting

Published: 08 November 2017 Publication History

Abstract

In character animation, it is often the case that motions created or captured on a specific morphology need to be reused on characters having a different morphology while maintaining specific relationships such as body contacts or spatial relationships between body parts. This process, called motion retargeting, requires determining which body part relationships are important in a given animation. This paper presents a novel frame-based approach to motion retargeting which relies on a normalized representation of body joints distances. We propose to abstract postures by computing all the inter-joint distances of each animation frame and store them in Euclidean Distance Matrices (EDMs). They 1) present the benefits of capturing all the subtle relationships between body parts, 2) can be adapted through a normalization process to create a morphology-independent distance-based representation, and 3) can be used to efficiently compute retargeted joint positions best satisfying newly computed distances. We demonstrate that normalized EDMs can be efficiently applied to a different skeletal morphology by using a Distance Geometry Problem (DGP) approach, and present results on a selection of motions and skeletal morphologies. Our approach opens the door to a new formulation of motion retargeting problems, solely based on a normalized distance representation.

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cover image ACM Conferences
MIG '17: Proceedings of the 10th International Conference on Motion in Games
November 2017
128 pages
ISBN:9781450355414
DOI:10.1145/3136457
© 2017 Association for Computing Machinery. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only.

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Published: 08 November 2017

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MiG '17: Motion in Games
November 8 - 10, 2017
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Overall Acceptance Rate -9 of -9 submissions, 100%

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  • (2024)DINA: Deformable INteraction AnalogyGraphical Models10.1016/j.gmod.2024.101217133(101217)Online publication date: Jun-2024
  • (2023)Semantics2Hands: Transferring Hand Motion Semantics between AvatarsProceedings of the 31st ACM International Conference on Multimedia10.1145/3581783.3612703(9282-9290)Online publication date: 26-Oct-2023
  • (2023)Automatic Human Scene Interaction through Contact Estimation and Motion AdaptationProceedings of the 31st ACM International Conference on Multimedia10.1145/3581783.3612218(7628-7637)Online publication date: 26-Oct-2023
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