Integration of motion control techniques for virtual human and avatar real-time animation
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Physical Touch-Up of Human Motions
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptation of performed ballistic motion
ACM Transactions on Graphics (TOG)
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Robust 3D Marker Localization Using Multi-spectrum Sequences
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Using real-time acceleration data for exercise movement training with a decision tree approach
Expert Systems with Applications: An International Journal
Creating a virtual archery experience
Proceedings of the International Conference on Advanced Visual Interfaces
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This paper aims at proposing a new method to animate aerial motions in interactive environments while taking dynamics into account. Classical approaches are based on spacetime constraints and require a complete knowledge of the motion. However, in Virtual Reality, the user's actions are unpredictable so that such techniques cannot be used. In this paper, we deal with the simulation of gymnastic aerial motions in virtual reality. A user can directly interact with the virtual gymnast thanks to a real-time motion capture system. The user's arm motions are blended to the original aerial motions in order to verify their consequences on the virtual gymnast's performance. Hence, a user can select an initial motion, an initial velocity vector, an initial angular momentum, and a virtual character. Each of these choices has a direct influence on mechanical values such as the linear and angular momentum. We thus have developed an original method to adapt the character's poses at each time step in order to make these values compatible with mechanical laws: the angular momentum is constant during the aerial phase and the linear one is determined at take-off. Our method enables to animate up to 16 characters at 30hz on a common PC. To sum-up, our method enables to solve kinematic constraints, to retarget motion and to correct it to satisfy mechanical laws. The virtual gymnast application described in this paper is very promising to help sports-men getting some ideas which postures are better during the aerial phase for better performance.