Sistema de captura de movimiento basado en 3 puntos de seguimiento para animación de cuerpo completo

Martínez Díaz, Miguel · UCrea (University of Cantabria) · 2020

ABSTRACT: For decades, Virtual Reality has been considered as the next revolution in the digital entertainment area. This field, highly linked to computer animation and videogames consists of introducing the user into a virtual environment, fully created by a computer, generating a physical and sensitive immersion into this virtual environment to the user. However, the development of VR technologies has been limited from the beginning by the high computational power that it requires. It has not been until very recently (early decade of 2010) that some VR devices have been appearing on the consumer market (Oculus Rift in 2013, HTC Vive, and more recently, Valve Index, among many others) thus allowing the general public to experience this technology. Most common and popular modern VR setups consist of a headset capable of displaying the virtual environment directly into the user’s view area, as well as a pair of controllers, whose main use is as an input device. These devices are always being tracked by a set of external sensors that allow for their detection of location and rotation within the play area. Even though these systems work fairly well for the parts associated to their components (headset for the head, hands for each controller) they do not include a functionality to determine the location and rotation of any other body part, like, for example, feet. Some solutions have been already developed, they usually consist of some external devices, called trackers, allowing the detection of their location and position like the headset and controllers do. This solution requires an extra investment from the user, as well as extra time for setup and configuration, potentially reducing their interest in this technology. In this project a solution purely based on software is proposed to solve this problem, via the development of a computational system that, with only the knowledge of the location and rotation of the headset and both controllers, as well as the input they are capable of transmit, manages to replicate in a realistic manner over an avatar, not only the movement of the head and hands, but the movement of other body parts, like arms, feet, pelvis or legs, among many others. This Project has been developed in collaboration with Binarybox Studios, over the game engine Unreal Engine 4, version 4.22 and for the VR system HTC Vive as well as Oculus Rift.

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