An innovative tech start-up in the gaming and virtual
meetings industry approached SpringCT with a challenge to
develop a solution for capturing human motion from video
streams and applying it to 3D avatars in real-time. The
client envisioned an immersive, interactive platform where
user movements could be mirrored seamlessly by digital
avatars.
This project presented complexities in achieving smooth,
real-time animations at 60 frames per second. Leveraging its
technical expertise, SpringCT designed and implemented a
library module,
MoCap
, using Google's MediaPipe and custom algorithms. This
lightweight solution brought advanced motion capture
capabilities to standard webcams.
Product Features
The
MoCap
library provides an intuitive and efficient framework
for motion mapping of the upper body, including the
spine, hands, head, and face. The key features
include
Hands Motion Capture
Real-time mapping of left- and right-hand movements
with high accuracy.
Spine and Head Tracking
Captures spine and head rotations (left, right,
forward, backward) and applies them to the avatar.
Facial Expression Mapping
Reflects real-time face gestures, such as smiles,
eyebrow movements, and eye blinking.
Ease of Integration
A modular design allows seamless embedding into any
web application.
Key Technical Achievements
Depth Estimation
Google's MediaPipe provides 2D coordinates for body
landmarks, making it challenging to accurately infer
3D movements. Custom depth estimation techniques were
devised to address this limitation.
Body Occlusion
Instances of partial body occlusion due to clothing or
other objects posed challenges for precise motion
detection. Fine-tuning algorithms and leveraging
MediaPipe's resilience to occlusions mitigated this
issue.
Synchronization and Real-Time Processing
Ensuring smooth and accurate movement synchronization
at 60 FPS required optimizing animation logic and
managing computational resources effectively.
Avatar Anatomy Compatibility
Translating human poses into anatomically realistic
movements for a 3D avatar involved careful study and
adaptation of avatar joint structures using Blender.