Motion interpolation (computer graphics)
Template:New unreviewed article Motion interpolation is used in data-driven character animation in order to create transitions between example motions and to extrapolate new motions.
Example motions are often created through keyframing or motion capture. However, keyframing is labor-intensive and lacks varieties of motion, and both processes result in motions that are time-consuming to alter. Motion interpolation provides a much faster alternative to creating new motions through the same means.[1]
Implementation
Searching For Relevant Motions
Formerly, a popular method of simulating a character's movement involved storing a variety of motions and choosing the most appropriate one during run-time. Unfortunately, storage limitations resulted in repetitive or imperfect results. Instead, with some additional computation, new, desired motions can be created by interpolating preexisting, similar motions. Using interpolation, motions can be generated in real time while preserving the realistic qualities of the example motions.[2]
For large sets of example motions, the process of finding relevant results is not trivial. Therefore, methods have been developed to extract motions based on logical similarities and to combine these results into a continuous, branching space of motions that can be searched.[3]
References
- ^ Rose, Charles (September 1998). "Verbs and Adverbs: Multidimensional Motion Interpolation". www.vuse.vanderbilt.edu. Retrieved 2016-12-14.
- ^ Wiley, Douglas (November 1997). "Interpolation Synthesis of Articulated Figure Motion" (PDF). www.computer.org. Retrieved 2016-12-14.
- ^ Kovar, Lucas (2004). "Parameterization of Motions in Large Data Sets". research.cs.wisc.edu/. Retrieved 2016-12-14.