TL;DR
This paper introduces a novel avatar animation method for consumer VR devices that combines neural orientation prediction with motion matching, enabling realistic lower body movements despite limited tracking data.
Contribution
It presents a new approach integrating neural orientation estimation with motion matching for improved avatar animation in consumer VR.
Findings
Accurately predicts user orientation from sparse VR tracking data.
Provides diverse and realistic lower body animations.
Enhances embodiment and user experience in VR.
Abstract
The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and provides a Sense of Embodiment. However, consumer-grade VR devices typically include at most three trackers, one at the Head Mounted Display (HMD), and two at the handheld VR controllers. Since the problem of reconstruction the user pose from such sparse data is ill-defined, especially for the lower body, the approach adopted by most VR games consists of assuming the body orientation matches that of the HMD, and applying animation blending and time-warping from a reduced set of animations. Unfortunately, this approach produces noticeable mismatches between user and avatar movements. In this work we present a new approach to animate user avatars that is suitable for…
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