Neural network learning and expert systems
Neural network learning and expert systems
Neural computation and self-organizing maps: an introduction
Neural computation and self-organizing maps: an introduction
Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
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
Self-organizing maps
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Rule-Based Interactive Behavioral Animation System for Humanoids
IEEE Transactions on Visualization and Computer Graphics
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Constructive feedforward ART clustering networks. II
IEEE Transactions on Neural Networks
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It is important to reuse existing motion capture data for reduction of the animation producing costs as well as for the efficiency of the producing process. Because its motion curve has no control point, however, captured data is difficult to modify interactively. Motion transition is a useful method for reusing existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, the Uniform Posture Map (UPM) is proposed to perform motion transitions. The UPM is organized through the quantization of various postures with an unsupervised learning algorithm; it places the output neurons with similar postures in adjacent positions. Using this property, an intermediate posture of applied two postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM needs fewer computational costs, in comparison with other motion transition algorithms. It provides a control parameter; an animator can not only control the motion simply by adjusting this parameter, but also produce animation interactively. The UPM prevents the generating of the invalid output neurons to present unreal postures in the learning phase; thus, it makes more realistic motion curves; finally it contributes to the making of more natural motions. The motion transition algorithm proposed in this paper can be applied to various fields such as real time 3D games, virtual reality applications, and web 3D applications.