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
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd 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
Proceedings of the Eurographics workshop on Computer animation and simulation '96
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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Learning variable-length Markov models of behavior
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Realistic synthesis of novel human movements from a database of motion capture examples
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
Animating by Multi-Level Sampling
CA '00 Proceedings of the Computer Animation
Topologically-constrained latent variable models
Proceedings of the 25th international conference on Machine learning
Full-body performance animation with Sequential Inverse Kinematics
Graphical Models
A software pipeline for 3D animation generation using mocap data and commercial shape models
Proceedings of the ACM International Conference on Image and Video Retrieval
Full-body hybrid motor control for reaching
MIG'10 Proceedings of the Third international conference on Motion in games
An example-based motion synthesis technique for locomotion and object manipulation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Biologically---Inspired motion pattern design of multi---legged creatures
EvoMUSART'13 Proceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design
Simultaneous particle tracking in multi-action motion models with synthesized paths
Image and Vision Computing
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In this paper we present a novel method for creating realistic, controllable motion. Given a corpus of motion capture data, we automatically construct a directed graph called a motion graph that encapsulates connections among the database. The motion graph consists both of pieces of original motion and automatically generated transitions. Motion can be generated simply by building walks on the graph. We present a general framework for extracting particular graph walks that meet a user's specifications. We then show how this framework can be applied to the specific problem of generating different styles of locomotion along arbitrary paths.