Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modeling and Deformation of the Human Body using an Anatomically-Based Approach
CA '98 Proceedings of the Computer Animation
Physical Touch-Up of Human Motions
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
An example-based approach to human body manipulation
Graphical Models
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
A Data-Driven Approach for Real-Time Clothes Simulation
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
Creating and Simulating Skeletal Muscle from the Visible Human Data Set
IEEE Transactions on Visualization and Computer Graphics
Robust on-line adaptive footplant detection and enforcement for locomotion
The Visual Computer: International Journal of Computer Graphics
A fast and handy method for skeleton-driven body deformation
Computers in Entertainment (CIE) - 3rd anniversary issue
A simple footskate removal method for virtual reality applications
The Visual Computer: International Journal of Computer Graphics
Parameterized Human Body Model for Real-Time Applications
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
Motion adaptation based on character shape
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Applying augmented reality to consumer garment try-on experience
Transactions on computational science XIII
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Virtual Try On (VTO) applications are still under development even if a few simplified applications start to be available. A true VTO should let the user specify its measurements, so that a realistic avatar can be generated. Also, the avatar should be animatable so that the worn cloth can be seen in motion. This later statement requires two technologies: motion adaptation and real-time cloth simulation. Both have been extensively studied during the past decade, and state of the art techniques may now enable the creation of a high quality VTO, allowing a user to virtually try on garments while shopping online. This paper reviews the pieces that should be put together to build such an application.