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Bringing rigid bodies to life: Immersion study in motion capture-based virtual realistic animation of vehicle movement
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Lublin University of Technology, Faculty of Electrical Engineering and Computer Science, Department of Computer Science, Nadbystrzycka 38D, 20-618 Lublin, Poland
 
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Weronika Wach   

Lublin University of Technology, Faculty of Electrical Engineering and Computer Science, Department of Computer Science, Nadbystrzycka 38D, 20-618 Lublin, Poland
 
 
 
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Movement mapping in 3D space is a commonly applied computer technique. Due to the growing demand for games, films, and cartoons, developing methods for creating and generating high-realism object animations has become essential. Current advanced methods based on motion capture systems mainly focus on humanoid figures, while rigid bodies are often animated based on the keyframes or physics of objects. This study pursues an innovative approach to producing rigid body VR animations, which utilizes data acquired from a passive optical motion capture system. The key task is to obtain high-quality recordings with continuous trajectories of markers attached to tracked objects. The great demand is put on preprocessing of c3d data in MotionBuilder software, preparing the object and rigging the 3D model to obtain the highly realistic animation. It is further transferred to a VR environment where an ablation study is performed to analyze the effect of animation baking factors on users' perception. Comprehensive ablation studies concerning the VR immersive experience, involving the 10-person research group, are performed. They verified to which extent the real environment is engaging and convincing enough. The obtained results highlight that the animation has a high level of movement realism and corresponds with great user immersion.
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