Journal
COMPUTERS & INDUSTRIAL ENGINEERING
Volume 41, Issue 1, Pages 59-76Publisher
PERGAMON-ELSEVIER SCIENCE LTD
DOI: 10.1016/S0360-8352(01)00042-0
Keywords
B-spline wavelet; motion smoothing; unit quaternion; virtual reality; wavelet transform
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A B-spline wavelet-based algorithm is proposed in this study to solve the motion smoothing problem, which has practical applications in the computer animation and virtual reality (VR) areas. The motion of a rigid body consists of translation and rotation. The former is described by a space curve in three-dimensional Euclidean space, while the latter is represented by a curve in the unit quaternion space. Due to the complexity of rendering realistic rigid-body motions in the computer, rigid-body motions are often sampled from the physical world motions. Yet, sampling processes introduce noise; excessive noise results in tremulous motions in a VR environment. The noise-embedded motion data are decomposed using multiresolution analysis and the noise is detected as components of small magnitude. By eliminating the small-magnitude components, a smooth representation of the motion data is achieved. (C) 2001 Elsevier Science Ltd. All rights reserved.
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