Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Human free-walking model for a real-time interactive design of gaits
Computer Animation '90
Dynamic simulation of autonomous legged locomotion
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Spacetime constraints revisited
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Multi-level direction of autonomous creatures for real-time virtual environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Automated learning of muscle-actuated locomotion through control abstraction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A physically realistic framework for the generation of high-level animation controllers
Proceedings of the 2nd international symposium on Smart graphics
Parametrization and Range of Motion of the Ball-and-Socket Joint
DEFORM '00/AVATARS '00 Proceedings of the IFIP TC5/WG5.10 DEFORM'2000 Workshop and AVATARS'2000 Workshop on Deformable Avatars
Towards the Ultimate Motion Capture Technology
DEFORM '00/AVATARS '00 Proceedings of the IFIP TC5/WG5.10 DEFORM'2000 Workshop and AVATARS'2000 Workshop on Deformable Avatars
Autonomous Animated Interactive Characters: Do We Need Them?
CGI '97 Proceedings of the 1997 Conference on Computer Graphics International
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In the course of generating life-like movements of artificial live beings, the integration of a physical simulation in their animation process is a way to get interesting and realistic results. But the complex control problems associated with physical models challenges its usability from an animator point of view. In [14], we described a software platform which addresses the issues of the generation of those physical models. In this sequel paper, we detail more deeply this implementation and give some highlights on the way it can be used as a framework for control systems generation.