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
Proceedings of the Eurographics workshop on Computer animation and simulation '96
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
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
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
Practical parameterization of rotations using the exponential map
Journal of Graphics Tools
Training for Physical Tasks in Virtual Environments: Tai Chi
VR '03 Proceedings of the IEEE Virtual Reality 2003
An evaluation of a cost metric for selecting transitions between motion segments
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Perceptual metrics for character animation: sensitivity to errors in ballistic motion
ACM SIGGRAPH 2003 Papers
Personalised Real-Time Idle Motion Synthesis
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Computing the duration of motion transitions: an empirical approach
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A data-driven approach to quantifying natural human motion
ACM SIGGRAPH 2005 Papers
An efficient search algorithm for motion data using weighted PCA
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Entropy-based motion extraction for motion capture animation: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Knowing when to put your foot down
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Emulating human perception of motion similarity
Computer Animation and Virtual Worlds - CASA'2008 Special Issue
Methodologies for the User Evaluation of the Motion of Virtual Humans
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
Exploiting Motion Capture to Enhance Avoidance Behaviour in Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Path Abstraction for Combined Navigation and Animation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Perceiving motion transitions in pedestrian crowds
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Fast local and global similarity searches in large motion capture databases
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Evaluating the physical realism of character animations using musculoskeletal models
MIG'10 Proceedings of the Third international conference on Motion in games
Gesture synthesis adapted to speech emphasis
Speech Communication
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Reusing motion capture data is of great importance in games and simulations. Therefore, many techniques from motion synthesis aim at concatenating or blending existing pieces of motion. For concatenation, a distance metric is required to detect good transition points. In this paper, three common distance metrics are evaluated both quantitatively and qualitatively. In the quantitive analysis we evaluate foot-skate, path deviation and on-line running time. The qualitative analysis is done by a user study. We observed that the point cloud metric results in a very slow graph search and a high path deviation compared to the other metrics. However, this metric results in less foot skating. We also show that increasing the graph size does not alway introduce more visual artifacts. Based on our observations, we propose a set of guidelines when using these metrics in a motion synthesizer.