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Alchemist. Futurist. Raegan Brown


Overview:
For this assignment, I implemented a motion reconstruction pipeline in C++ to animate a human skeleton using real optical motion-capture data. The focus was on comparing different interpolation schemes to evaluate how each affects animation smoothness and joint stability.
Tools and Techniques Used:
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Visual Studio Code
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C++
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Euler, Bézier, Quaternion Interpolation
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Optical Mocap Data
Process:
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Parsed optical mocap datasets containing joint positions and orientations.
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Implemented three interpolation methods for keyframed motion:
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Euler angle interpolation (simple but prone to gimbal issues)
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Bézier curve interpolation for smoother trajectory control
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Quaternion interpolation (SLERP) for stable rotational blending
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Updated the joint hierarchy each frame using interpolated transforms to drive a skeletal rig.
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Visualized the resulting motion to compare artifacts, smoothness, and fidelity across the methods.
Result:
A functioning motion-capture playback system demonstrating how different interpolation strategies influence the realism and stability of animated human motion. The comparison highlights the strengths and tradeoffs of each method—especially the benefits of quaternion interpolation for natural, artifact-free movement.