Here, the final pose estimate at each frame is determined from the tracked and retrieved pose hypotheses which are fused using a fast selection scheme. Our algorithm reconstructs complex full-body poses in real time and effectively prevents temporal drifting, thus making it suitable for various ...
References (35) I. Rius et al. Action-specific motion prior for efficient bayesian 3d human body tracking Pattern Recognition (2009) I. Chang et al. 3d human motion tracking based on a progressive particle filter Pattern Recognition (2010) J. Darby et al. Tracking human pose with multiple ...
such a task is time-consuming and labor-intensive. In order to improve the efficiency in character posing, researchers in computer graphics have been working on a wide variety of semi- or fully automatic approaches in creating full-body poses,...
Twitter Google Share on Facebook full-frontal Wikipedia full-fron·tal orfull frontal(fo͝ol′frŭn′tl) adj. 1.Completely exposing the front of the body:full-frontal nudity. 2.Of or relating to a direct and open effort, as against an entrenched opponent:a full-frontal assault on the...
Body-worn motion capture systems like the one presented here are particularly useful here, as they do not suffer from occlusion of individual body parts. Nevertheless, body-worn motion capture (MoCap) systems must not interfere with work or disturb everyday life, as this would reduce acceptance ...
这里出现的reference,是FullBodyBipedIK组件上一个类型为BipedReferences的reference属性的SerializedProperty。BipedReferences类型定义了FullbodyBipedIK会使用到的全部骨骼结构(rootNode除外),在FullBodyBipedIK的Inspector面板上显示为如下部分。 编辑器内通过获取其SerializedProperty的方式实现序列化属性的修改。
Illusory body ownership can be induced in a body part or a full body by visual-motor synchronisation. A previous study indicated that an invisible full body illusion can be induced by the synchronous movement of only the hands and feet. The difference be
Full-body Anime Generation at 1024x1024 We show examples of a variety of anime characters and animations at 1024x1024 resolution generated by Progressive Structure-conditional Generative Adversarial Networks (PSGAN) with test pose sequences. 1. We first generate many anime characters using our networ...
In the TalkingHead class, the avatar's movements are based on four data structures: head.poseTemplates, head.animMoods, head.gestureTemplates, and head.animEmojis. By using these objects, you can give your avatar its own personal body language....
References Aspell, J. E., Lenggenhager, B., & Blanke, O. (2012). Chapter 24: Multisensory perception and bodily self-consciousness from out- of-body to inside-body experience. In M. M. Murray & M. T. Wallace (Eds.), The neural bases of multisensory processes. CRC Press/Taylor &...