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
A high-level control mechanism for human locomotion based on parametric frame space interpolation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
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
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
Flexible automatic motion blending with registration curves
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geostatistical motion interpolation
ACM SIGGRAPH 2005 Papers
Precomputed search trees: planning for interactive goal-driven animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic splicing for hand and body animations
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Automated authoring of quality human motion for interactive environments
Automated authoring of quality human motion for interactive environments
Motion Modeling: Can We Get Rid of Motion Capture?
Motion in Games
Motion in Games
Walk this way: a lightweight, data-driven walking synthesis algorithm
MIG'11 Proceedings of the 4th international conference on Motion in Games
How responsiveness affects players' perception in digital games
Proceedings of the ACM Symposium on Applied Perception
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Synthesis-by-Example (SBE) approaches have been successful at animating characters in both research and practice (games). These approaches assemble motions from pre-recorded examples, usually motion captured or keyframed. To date, the methods have relied on a small set of simple, generic building blocks for assembling the motions. To meet the increasing demands for better character movement and control in games, the approaches will need to evolve. An obvious path to address these challenges, employing increasingly large collections of examples, is enabled by recent research. However, scaling up the number of examples is unlikely to sufficiently scale up the quality of the character animation. Methods that make better use of examples will be required.