A dead-reckoning technique for streaming virtual human animation
IEEE Transactions on Circuits and Systems for Video Technology, vol.9, no.3, pp.411-414, 1999 (SCI-Expanded, Scopus)
- Publication Type: Article / Article
- Volume: 9 Issue: 3
- Publication Date: 1999
- Doi Number: 10.1109/76.754769
- Journal Name: IEEE Transactions on Circuits and Systems for Video Technology
- Journal Indexes: Science Citation Index Expanded (SCI-EXPANDED), Scopus
- Page Numbers: pp.411-414
- Keywords: dead reckoning, MPEG-4, virtual environments, virtual humans
- TED University Affiliated: No
Abstract
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.