Oshita laboratory is mainly researching human motion data processing techniques for application to computer animation and computer games.
In order to realize virtual character animation, technology is needed to process information about the human body and its movements on a computer. Human motion data is high-dimensional time-series data, which is more complex than other media data such as video and audio. Therefore, various innovations are required to handle them.
In our laboratory, we conduct research to solve problems related to human motion processing by combining or developing basic techniques for handling human motion, such as kinematics, with various techniques in mathematics and computer science (geometry, statistics, biomechanics, machine learning, deep learning, etc.).
Specifically, we are working on the following research themes.
- Motion control and synthesis
Currently, the movements of virtual humans in computer games are basically achieved by replaying motion data created in advance. This causes a problem in that virtual humans can only repeat the same movements, which is unnatural. We are developing a technology to dynamically generate natural movements of virtual humans in response to interactions with users and the environment.
- Motion control interface
Computer games and animation production require interfaces that allow users to intuitively control various movements of virtual humans. In this laboratory, we are developing interfaces that use unique devices and novel methods for human motion control.
- Motion deformation and editing
Current animation production systems only support direct generation and deformation of motion data, which means that only creators with specialized knowledge of human motion can use them. We are developing methods that allow beginners without special knowledge to easily create animations.
- Motion analysis and visualization
We are developing technologies to analyze and visualize the movements of subjects acquired using motion capture for applications such as such as sports and dance training.
- Simulation of the appearance of virtual humans
In order to make the image of a virtual person look natural, not only the movements of the virtual person but also the clothes, hair, and skin of the virtual person must move naturally. We are developing a method to generate these movements at high speed by combining physical simulation with pseudo-shape deformation models of clothing, hair, and skin.
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