Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
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
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Transitions between dynamically simulated motions: leaping, tumbling, landing, and balancing
ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Retargetting motion to new characters
Proceedings of the 25th 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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Comparing constraint-based motion editing methods
Graphical Models
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Evaluating Video-Based Motion Capture
CA '02 Proceedings of the Computer Animation
Realistic synthesis of novel human movements from a database of motion capture examples
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
An Integrated Approach towards the Representation, Manipulation and Reuse of Pre-Recorded Motion
CA '00 Proceedings of the Computer Animation
Implementation of a Motion Editing System
VSMM '01 Proceedings of the Seventh International Conference on Virtual Systems and Multimedia (VSMM'01)
MotionMaster: authoring and choreographing Kung-fu motions by sketch drawings
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Intelligent toolkit for procedural animation of human behaviors
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
A group of novel approaches and a toolkit for motion capture data reusing
Multimedia Tools and Applications
Expressive gait synthesis using PCA and Gaussian modeling
MIG'10 Proceedings of the Third international conference on Motion in games
Motion structure parsing and motion editing in 3d video
MMM'07 Proceedings of the 13th international conference on Multimedia Modeling - Volume Part I
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The reuse of motion capture data is receiving increasing attention in computer animation. This interest is motivated by a wide spectrum of time-critical applications, such as video game development and animation production. This paper gives an overview of various tasks and techniques involved in the reuse of motion capture data in terms of motion authoring pipeline. We assume that whenever the user is asked to build motions, he/she will at first go to retrieve/browse the pre-recorded motions in the motion database, look for the best-fit candidate motion segments/pieces/clips, and manage to adapt them to fit the specified requirements. The two core issues in motion reuse, motion adaptation techniques and motion library construction, are the focus of this review.