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arXiv 1909.13875cs.ROcs.GRcs.HC
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虚拟与机器人交互角色的实时的表达性逆运动学求解

Expressive Inverse Kinematics Solving in Real-time for Virtual and Robotic Interactive Characters

INESC-ID(INESC-ID(系统与计算机工程研究所));Instituto Superior Técnico(高等技术学院);University of Lisbon(里斯本大学)

Tiago Ribeiro, Ana Paiva

摘要:

随着交互技术的新进步,角色动画也需要新的方法来支持机器人和VR/AR等领域。这些领域中的互动角色正受到人工智能的驱动,这为非线性和开放式叙事开辟了可能性,甚至可能包括与真实物理世界的互动。本文介绍和描述ERIK,一个有表现力的逆运动学技术,针对这些应用。我们的技术允许一个任意的运动链,如手臂,蛇,或机器人操纵器,表现出一个富有表现力的姿态,同时瞄准其终点朝向一个给定的目标方向。该技术在交互时间中运行,并且不需要任何预处理步骤,例如机器学习技术中的训练,以便支持新的实施例或新的姿势。这使得它可以集成到一个艺术家友好的工作流程中,让艺术家更接近这种AI驱动的表达性角色的开发,允许他们使用他们选择的典型动画工具,并在设计时正确地预可视化动画,即使是在真正的机器人上。完整的算法规范被提出和描述,以便它可以在我们所涉及的各个领域的社区中实现和使用。我们在不同的虚拟运动学结构上演示了ERIK,还在一个使用木材和业余爱好级伺服系统制作的低保真度机器人上演示了ERIK,以展示该技术在低级机器人上的表现。我们的评估显示了该技术的性能,即,角色能够指向目标方向的程度,同时最小程度地破坏其目标表达姿势,并遵守其机械旋转限制。

英文摘要:

With new advancements in interaction techniques, character animation also requires new methods, to support fields such as robotics, and VR/AR. Interactive characters in such fields are becoming driven by AI which opens up the possibility of non-linear and open-ended narratives that may even include interaction with the real, physical world. This paper presents and describes ERIK, an expressive inverse kinematics technique aimed at such applications. Our technique allows an arbitrary kinematic chain, such as an arm, snake, or robotic manipulator, to exhibit an expressive posture while aiming its end-point towards a given target orientation. The technique runs in interactive-time and does not require any pre-processing step such as e.g. training in machine learning techniques, in order to support new embodiments or new postures. That allows it to be integrated in an artist-friendly workflow, bringing artists closer to the development of such AI-driven expressive characters, by allowing them to use their typical animation tools of choice, and to properly pre-visualize the animation during design-time, even on a real robot. The full algorithmic specification is presented and described so that it can be implemented and used throughout the communities of the various fields we address. We demonstrate ERIK on different virtual kinematic structures, and also on a low-fidelity robot that was crafted using wood and hobby-grade servos, to show how well the technique performs even on a low-grade robot. Our evaluation shows how well the technique performs, i.e., how well the character is able to point at the target orientation, while minimally disrupting its target expressive posture, and respecting its mechanical rotation limits.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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