Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
Real-Time Inverse Kinematics through Constrained Dynamics
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Software Laboratory for Physical Based Human Body Animation
AMDO '02 Proceedings of the Second International Workshop on Articulated Motion and Deformable Objects
Learning by experience - autonomous virtual character behavioural animation
Intelligent agents for mobile and virtual media
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
Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
Acquiring and validating motion qualities from live limb gestures
Graphical Models
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Validating retargeted and interpolated locomotions by dynamics-based analysis
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Interactive animation of dynamic manipulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Impulse-Based Control of Joints and Muscles
IEEE Transactions on Visualization and Computer Graphics
From Motion Capture to Real-Time Character Animation
Motion in Games
Evaluating the physical realism of character animations using musculoskeletal models
MIG'10 Proceedings of the Third international conference on Motion in games
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
A Review on 3D Signing Avatars: Benefits, Uses and Challenges
International Journal of Multimedia Data Engineering & Management
A constrained inverse kinematics technique for real-time motion capture animation
The Visual Computer: International Journal of Computer Graphics
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We present an efficient technique that animates human locomotion using balance and comfort control based on inverse dynamics and strength data. Loads or 3D external forces can be applied to any body point. Inverse dynamics using the Newton-Euler method is applied to a 97 DOF human model to compute the joint forces and torques in real time. Balance is maintained by rotating or translating the pelvis and torso. The required torque at each joint is kept below a given fraction of the available torque based on actual human strength data. This "comfort" control adjusts the knee angle or the figure base parameters such as the step length and foot angle. The combination of balance and comfort controls ensures that dynamically sound walking motion is created in each frame. Several visualization techniques are applied to validate and display the result of the dynamics computation, such as the degree of imbalance, the ground reaction force on the foot sole, and the required versus available joint torques. The algorithm also encompasses any walking gait, any figure scale, and any motion path.