Perceptual thresholds for foot slipping in animated characters Public Deposited

http://ir.library.oregonstate.edu/concern/undergraduate_thesis_or_projects/6395w911w

Descriptions

Attribute NameValues
Creator
Abstract or Summary
  • The computer game industry continues to progress toward realistic-looking character motion. However, even in state-of-the-art games, the use of motion capture data in character animation may result in errors such as “foot slipping,” where the feet do not match up with the floor properly during translation. Various algorithms have been proposed to minimize foot slipping, including one which changes limb lengths. While foot slipping decreases the realism of character motion, there must be some threshold below which this error is imperceptible; devoting further processor time in these cases is wasteful. We apply the classical method of perception threshold determination using a set of motion clips with parameterized slipping error. From this experiment, we develop guidelines for acceptable error. Furthermore, we show that introducing simple camera motion may increase the perceptual threshold, and thus could be used to “mask” foot slipping errors.
Resource Type
Date Available
Date Issued
Degree Level
Degree Name
Degree Grantor
Advisor
Committee Member
Non-Academic Affiliation
Keyword
Subject
Rights Statement
Language
File Format
File Extent
  • 1114112 bytes
Replaces
Additional Information
  • description.provenance : Made available in DSpace on 2006-07-07T14:01:43Z (GMT). No. of bitstreams: 1 strawn_honors_thesis.doc: 1114112 bytes, checksum: c5e6f63dd4decbbaba51fd69f03f335a (MD5)
  • description.provenance : Submitted by Heather Boren (borenh) on 2006-06-29T22:52:24Z No. of bitstreams: 1 strawn_honors_thesis.doc: 1114112 bytes, checksum: c5e6f63dd4decbbaba51fd69f03f335a (MD5)

Relationships

In Administrative Set:
Last modified: 07/27/2017

Downloadable Content

Download file
Citations:

EndNote | Zotero | Mendeley

Items