Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
3-D Human Modeling and Animation
3-D Human Modeling and Animation
"Biped": A Dance with Virtual and Company Dancers, Part 2
IEEE MultiMedia
Realistic synthesis of novel human movements from a database of motion capture examples
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
Mapping optical motion capture data to skeletal motion using a physical model
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modeling a Character in 3Ds Max
Modeling a Character in 3Ds Max
Markerless Motion Capture using Multiple Cameras
CVIIE '05 Proceedings of the Computer Vision for Interactive and Intelligent Environment
3D character animation synthesis from 2D sketches
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Sketching-out virtual humans: from 2D storyboarding to immediate 3D character animation
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
3D animation: difficult or impossible to teach and learn?
SIGGRAPH '04 ACM SIGGRAPH 2004 Panels
Handbook of Virtual Humans
Re-using traditional animation: methods for semi-automatic segmentation and inbetweening
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
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The creation of realistic 3D human body animations is one of the most challenging research topics of investigation in the domain of the 3D animation, as it constitutes an extremely time-consuming task that requires significant technical and creative expertise. The motivation of this research project is to develop a tool to simplify and automate the creation of human 3D movements by enhancing a 3D graphics creation tool. The proposed tool semi-automates the creation of human character animation, by specifying the starting and ending states and movement styles of a human avatar and the transitionary motion state between them.