SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
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
FootSee: an interactive animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
User interfaces for interactive control of physics-based 3D characters
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Efficient content-based retrieval of motion capture data
ACM SIGGRAPH 2005 Papers
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Spatial keyframing for performance-driven animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Accelerometer-based user interfaces for the control of a physically simulated character
ACM SIGGRAPH Asia 2008 papers
Enhanced interactive gaming by blending full-body tracking and gesture animation
ACM SIGGRAPH ASIA 2010 Sketches
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Realtime human motion control with a small number of inertial sensors
I3D '11 Symposium on Interactive 3D Graphics and Games
Responsive action generation by physically-based motion retrieval and adaptation
MIG'10 Proceedings of the Third international conference on Motion in games
Human motion reconstruction from force sensors
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Practical color-based motion capture
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time classification of dance gestures from skeleton animation
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A puppet interface for retrieval of motion capture data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Real-time physical modelling of character movements with microsoft kinect
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Adaptive dynamics with hybrid response
SIGGRAPH Asia 2012 Technical Briefs
FingerWalking: motion editing with contact-based hand performance
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Finger walking: motion editing with contact-based hand performance
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Body-controlled trampoline training games based on computer vision
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Creature features: online motion puppetry for non-human characters
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Character motion control interface with hand manipulation inspired by puppet mechanism
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Sketching human character animations by composing sequences from large motion database
The Visual Computer: International Journal of Computer Graphics
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Most game interfaces today are largely symbolic, translating simplified input such as keystrokes into the choreography of full-body character movement. In this paper, we describe a system that directly uses human motion performance to provide a radically different, and much more expressive interface for controlling virtual characters. Our system takes a data feed from a motion capture system as input, and in real-time translates the performance into corresponding actions in a virtual world. The difficulty with such an approach arises from the need to manage the discrepancy between the real and virtual world, leading to two important subproblems 1) recognizing the user's intention, and 2) simulating the appropriate action based on the intention and virtual context. We solve this issue by first enabling the virtual world's designer to specify possible activities in terms of prominent features of the world along with associated motion clips depicting interactions. We then integrate the prerecorded motions with online performance and dynamic simulation to synthesize seamless interaction of the virtual character in a simulated virtual world. The result is a flexible interface through which a user can make freeform control choices while the resulting character motion maintains both physical realism and the user's personal style.