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Motion Modeling: Can We Get Rid of Motion Capture?

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Motion in Games (MIG 2008)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 5277))

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Abstract

For situations like crowd simulation, serious games, and VR-based training, flexible and spontaneous movements are extremely important. Motion models would be the best strategy to adopt, but unfortunately, they are very costly to develop and the results are disappointing. Motion capture is still the most popular way. The ultimate in terms of motion models seems to be data-driven. Motion retargeting and PCA-based models are well used but they still rely strongly to Motion Capture. In this paper, we try to analyze the situation and illustrate it using a few case studies.

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Thalmann, D. (2008). Motion Modeling: Can We Get Rid of Motion Capture?. In: Egges, A., Kamphuis, A., Overmars, M. (eds) Motion in Games. MIG 2008. Lecture Notes in Computer Science, vol 5277. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-89220-5_13

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  • DOI: https://doi.org/10.1007/978-3-540-89220-5_13

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-89219-9

  • Online ISBN: 978-3-540-89220-5

  • eBook Packages: Computer ScienceComputer Science (R0)

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