A geometric investigation of reach
A geometric investigation of reach
Planning motions with intentions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Path finding for human motion in virtual environments
Computational Geometry: Theory and Applications - special issue on virtual reality
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
Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
Practical parameterization of rotations using the exponential map
Journal of Graphics Tools
Real-Time Reach Planning for Animated Characters Using Hardware Acceleration
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Interactive Manipulation Planning for Animated Characters
PG '00 Proceedings of the 8th Pacific Conference on Computer Graphics and Applications
A 2-stages locomotion planner for digital actors
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
Motion modeling for on-line locomotion synthesis
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic Animation and Control Environment
GI '05 Proceedings of Graphics Interface 2005
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
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Editing recorded motions to make them suitable for different sets of environmental constraints is a general and difficult open problem. In this paper we solve a significant part of this problem by modifying full-body motions with an interactive randomized motion planner. Our method is able to synthesize collision-free motions for specified linkages of multiple animated characters in synchrony with the characters' full-body motions. The proposed method runs at interactive speed for dynamic environments of realistic complexity. We demonstrate the effectiveness of our interactive motion editing approach with two important applications: (a) motion correction (to remove collisions) and (b) synthesis of realistic object manipulation sequences on top of locomotion.