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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorPronost, N.
dc.contributor.authorWeijden, S.
dc.date.accessioned2014-05-19T17:00:47Z
dc.date.available2014-05-19T17:00:47Z
dc.date.issued2014
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/16618
dc.description.abstractMotion capture technology is becoming increasingly readily available to end users. To accommodate this development we aim to create an application that can map an as wide array of characters as possible, using minimal assumptions. For the input multiple (non-)human characters can be used to animate a target character. By using only information that can be derived from the skeletons and no prior learning phase, the approach ensures flexibility. After selecting the input and target characters, users can get a decent mapping without changing any options, though if desired settings can be changed to influence the mapping. The mapping subdivides the skeletons into sections with characteristics and uses these when comparing all the bone matches. These comparisons are done using weighted metrics, which check various aspects to determine which matches have the best matching role and function in each skeleton. By taking the combined weight these metrics, the best matching input bone per target bone can be found.
dc.description.sponsorshipUtrecht University
dc.format.extent1310405
dc.format.mimetypeapplication/pdf
dc.language.isoen_US
dc.titleSkeletal similarity based automatic joint mapping for performance animation
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsmotion retargeting, automatic joint mapping, skeletal similarity, performance animation, joint mapping, automated mapping
dc.subject.courseuuGame and Media Technology


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