A global human walking model with real-time kinematic personification
The Visual Computer: International Journal of Computer Graphics - Special issue on computer animation 1989/90
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Knowledge-driven, interactive animation of human running
GI '96 Proceedings of the conference on Graphics interface '96
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
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Flexible automatic motion blending with registration curves
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real handball goalkeeper vs. virtual handball thrower
Presence: Teleoperators and Virtual Environments - Fourth international workshop on presence
Motion Blending for Real-Time Animation while Accounting for the Environment
CGI '04 Proceedings of the Computer Graphics International
PCA-Based Walking Engine Using Motion Capture Data
CGI '04 Proceedings of the Computer Graphics International
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
The Visual Computer: International Journal of Computer Graphics - Special section on implicit surfaces
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Synchronization for dynamic blending of motions
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geostatistical motion interpolation
ACM SIGGRAPH 2005 Papers
Style translation for human motion
ACM SIGGRAPH 2005 Papers
An efficient search algorithm for motion data using weighted PCA
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
From Motion Capture to Real-Time Character Animation
Motion in Games
Influence of the graphical levels of detail of a virtual thrower on the perception of the movement
Presence: Teleoperators and Virtual Environments
Interaction between real and virtual humans during walking: perceptual evluation of a simple device
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Virtual thrower versus real goalkeeper: The influence of different visual conditions on performance
Presence: Teleoperators and Virtual Environments
Proceedings of the ACM 2011 conference on Computer supported cooperative work
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Virtual humans are more and more used in VR applications, but their animation is still a challenge, especially if complex tasks must be carried out in interaction with the user. In many applications with virtual humans, credible virtual characters play a major role in presence. Motion editing techniques assume that the natural laws are intrinsically encoded in prerecorded trajectories and that modifications may preserve these natural laws, leading to credible autonomous actors. However, a complete knowledge of all the constraints is required to ensure continuity or to synchronize and blend several actions necessary to achieve a given task. We propose a framework capable of performing these tasks in an interactive environment that can change at each frame, depending on the user's orders. This framework enables VR applications to animate from dozens of characters in real time for complex constraints, to hundreds of characters if only ground adaptation is performed. It offers the following capabilities: motion synchronization, blending, retargeting, and adaptation thanks to enhanced inverse kinetics and kinematics solver. To evaluate this framework, we have compared the motor behavior of subjects in real and in virtual environments.