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Aoyagi Lab
Colloquium
Activity Data Renderer
2015-06-01 ~ Michele Bianchi
1.
The project
Quick review of
the project
Project
Use Unreal Engine 4 to render human activity
data
Unreal Engine 4
Last version of a
very famous
engine in the
Industry.
Skeletal mesh
control using C++
and Blueprint.
The engine is Open
Source (github), so
all the project can
be Open Source
Input
Live stream of joint
angles.
Input and output of the program
Output
Activity animation
applied to a body
skeleton.
Using dynamic meshes
we can render in real
time the body
coverage for each
sensor node.
How does UE4 with skeletal mesh work?
Integrating a skeleton
definition, a skeletal mesh
and an animation blueprint
it is possible to control each
“bone” of the skeleton
What has been done
Managed to control a
skeleton joint using a C++
function to compute the
angle with respect to how
much time passed and
apply it using Blueprint
C++
Computing data every frame
and updating public variable
Blueprint
Getting data from the
C++ implementation
Current problem
Implemented a network
socket using Unreal Engine
4 low-level platform
independent interfaces as
BluePrint-callable library.
However none of the
functions are visible in the
editor, maybe due to a
library private variable.
2.
Future work
Next steps for
the project
Proposed structure for Server-based communications
Future work
Make Network Library work
Create PC server
Render body occlusion
Define a file structure for future uses
Thanks!
Any questions?
@Jazzinghen
MicheleBianchi@protonmail.com / jazzinghen@gmail.
com
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Aoyagi Lab Colloquium - 2015-06-01