A dead-reckoning technique for streaming virtual human animation


Çapın T. K., Esmerado J., Thalmann D.

IEEE Transactions on Circuits and Systems for Video Technology, cilt.9, sa.3, ss.411-414, 1999 (SCI-Expanded) identifier identifier

  • Yayın Türü: Makale / Tam Makale
  • Cilt numarası: 9 Sayı: 3
  • Basım Tarihi: 1999
  • Doi Numarası: 10.1109/76.754769
  • Dergi Adı: IEEE Transactions on Circuits and Systems for Video Technology
  • Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Scopus
  • Sayfa Sayıları: ss.411-414
  • Anahtar Kelimeler: dead reckoning, MPEG-4, virtual environments, virtual humans
  • TED Üniversitesi Adresli: Hayır

Özet

In networked virtual environments (NVE's), users are represented by their virtual embodiments. The articulated structure of these embodiments introduces a new complexity in the representation and streaming of animations, especially when the number of participants in the simulation increases. This requires real-time algorithms to decrease networking overhead. The dead-reckoning technique is a way to reduce the required bit rate, and has been used for simple nonarticulated objects in popular NVE systems. In this paper, we introduce a dead-reckoning technique for articulated virtual human figures, based on the MPEG-4 body animation specification, using Kalman filtering. © 1999 IEEE.