Real-Time Character Control for Wrestling Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Spatial relationship preserving character motion adaptation
ACM SIGGRAPH 2010 papers
A puppet interface for retrieval of motion capture data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Energy-Based pose unfolding and interpolation for 3d articulated characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Interaction Retrieval by Spacetime Proximity Graphs
Computer Graphics Forum
Interactive partner control in close interactions for real-time applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Human motion indexing and retrieval are important for animators due to the need to search for motions in the database which can be blended and concatenated. Most of the previous researches of human motion indexing and retrieval compute the Euclidean distance of joint angles or joint positions. Such approaches are difficult to apply for cases in which multiple characters are closely interacting with each other, as the relationships of the characters are not encoded in the representation. In this research, we propose a topology-based approach to index the motions of two human characters in close contact. We compute and encode how the two bodies are tangled based on the concept of rational tangles. The encoded relationships, which we define as {\it TangleList}, are used to determine the similarity of the pairs of postures. Using our method, we can index and retrieve motions such as one person piggy-backing another, one person assisting another in walking, and two persons dancing / wrestling. Our method is useful to manage a motion database of multiple characters. We can also produce motion graph structures of two characters closely interacting with each other by interpolating and concatenating topologically similar postures and motion clips, which are applicable to 3D computer games and computer animation.