Knowledge-driven, interactive animation of human running
GI '96 Proceedings of the conference on Graphics interface '96
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 28th annual conference on Computer graphics and interactive techniques
Comparing constraint-based motion editing methods
Graphical Models
Object persistence for synthetic creatures
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 3
Interacting with Virtual Humans through Body Actions
IEEE Computer Graphics and Applications
Animation of Human Walking in Virtual Environments
CA '99 Proceedings of the Computer Animation
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
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
Robust on-line adaptive footplant detection and enforcement for locomotion
The Visual Computer: International Journal of Computer Graphics
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Motion synthesis and editing in low-dimensional spaces: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Computer Animation and Virtual Worlds - CASA 2006
Building exposure: synergy of interaction and narration through the social channel
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Interactive low-dimensional human motion synthesis by combining motion models and PIK
Computer Animation and Virtual Worlds - CASA 2007
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For situations like crowd simulation, serious games, and VR-based training, flexible and spontaneous movements are extremely important. Motion models would be the best strategy to adopt, but unfortunately, they are very costly to develop and the results are disappointing. Motion capture is still the most popular way. The ultimate in terms of motion models seems to be data-driven. Motion retargeting and PCA-based models are well used but they still rely strongly to Motion Capture. In this paper, we try to analyze the situation and illustrate it using a few case studies.