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Wiley, Computer Animation and Virtual Worlds, 1(35), 2024

DOI: 10.1002/cav.2228

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MarkerNet: A divide‐and‐conquer solution to motion capture solving from raw markers

Journal article published in 2024 by Zhipeng Hu, Jilin Tang ORCID, Lincheng Li, Jie Hou, Haoran Xin, Xin Yu, Jiajun Bu
This paper was not found in any repository, but could be made available legally by the author.
This paper was not found in any repository, but could be made available legally by the author.

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Abstract

AbstractMarker‐based optical motion capture (MoCap) aims to localize 3D human motions from a sequence of input raw markers. It is widely used to produce physical movements for virtual characters in various games such as the role‐playing game, the fighting game, and the action‐adventure game. However, the conventional MoCap cleaning and solving process is extremely labor‐intensive, time‐consuming, and usually the most costly part of game animation production. Thus, there is a high demand for automated algorithms to replace costly manual operations and achieve accurate MoCap cleaning and solving in the game industry. In this article, we design a divide‐and‐conquer‐based MoCap solving network, dubbed MarkerNet, to estimate human skeleton motions from sequential raw markers effectively. In a nutshell, our key idea is to decompose the task of direct solving of global motion from all markers into first modeling sub‐motions of local parts from the corresponding marker subsets and then aggregating sub‐motions into a global one. In this manner, our model can effectively capture local motion patterns w.r.t. different marker subsets, thus producing more accurate results compared to the existing methods. Extensive experiments on both real and synthetic data verify the effectiveness of the proposed method.