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learning silhouette features for control of human motion
Learning Silhouette Features for Control of Human Motion
LIU REN
Carnegie Mellon University
GREGORY SHAKHNAROVICH
Massachusetts Institute of Technology
JESSICA K. HODGINS
Carnegie Mellon University
HANSPETER PFISTER
Mitsubishi Electric Research Laboratories
and
PAUL VIOLA
Microsoft Research
We present a vision-based performance interface for controlling animated human characters. The system interactively combines
information about the user’s motion contained in silhouettes from three viewpoints with domain knowledge contained in a
motion capture database to produce an animation of high quality. Such an interactive system might be useful for authoring, for
teleconferencing, or as a control interface for a character in a game. In our implementation, the user performs in front of three video
cameras; the resulting silhouettes are used to estimate his orientation and body configuration based on a set of discriminative
local features. Those features are selected by a machine-learning algorithm during a preprocessing step. Sequences of motions
that approximate the user’s actions are extracted from the motion database and scaled in time to match the speed of the user’s
motion. We use swing dancing, a complex human motion, to demonstrate the effectiveness of our approach. We compare our
results to those obtained with a set of global features, Hu moments, and ground truth measurements from a motion capture
system.
Categories and Subject Descriptors: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism—Animation ; H.5.2
[Information Interfaces and Presentation]: User Interfaces—Input devices and strategies, interaction styles (e.g., commands,
menus, forms, direct manipulation); I.2.6 [Artificial Intelligence]: Learning; I.4.8 [Image Processing and Computer Vision]:
Scene Analysis—Motion, tracking
General Terms: Algorithm
Additional Key Words and Phrases: Performance animation, motion control, motion capture, an
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