Advanced animation and rendering techniques
Advanced animation and rendering techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Snap-together motion: assembling run-time animations
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Application of inverse kinematics for skeleton manipulation in real-time
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adapting motion capture data using weighted real-time inverse kinematics
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
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Human animation from motion capture data is typically limited to whatever movement was performed by the actor. A method to create a wider range of motion in the animation utilizes the motion capture database to synthesize new poses. This paper proposes a method to generate original natural poses based on the characteristics of natural poses based on motion capture data. Principal Component Analysis is used to transform the data into a reduced dimensional space. An unconstrained pose data set is created by calculating the position of the human skeleton based on the reduced dimensional space. Constrained pose data can be created using interpolation and iteration on the unconstrained pose data. We show some example results of the generated poses and compare these poses to poses created with iterative inverse kinematics methods. Results show that our method is more accurate and more natural than iterative inverse kinematics methods.