A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
A coordinate-invariant approach to multiresolution motion analysis
Graphical Models
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
General Construction of Time-Domain Filters for Orientation Data
IEEE Transactions on Visualization and Computer Graphics
Representing Rotations and Orientations in Geometric Computing
IEEE Computer Graphics and Applications
ACM SIGGRAPH 2010 papers
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Data-driven animation using motion capture data has become a standard practice in character animation. A number of techniques have been developed to add flexibility on captured human motion data by editing joint trajectories, warping motion paths, blending a family of parameterized motions, splicing motion segments, and adapting motion to new characters and environments. Even with the abundance of motion capture data and the popularity of data-driven animation techniques, programming with motion capture data is still not easy. A single clip of motion data encompasses a lot of heterogeneous information including joint angles, the position and orientation of the skeletal root, their temporal trajectories, and a number of coordinate systems. Due to this complexity, even simple operations on motion data, such as linear interpolation, are rarely described as succinct mathematical equations in articles. This course provides not only a solid mathematical background but also a practical guide to programming with motion capture data. The course will begin with the brief review of affine geometry and coordinate-invariant (conventionally called coordinate-free) geometric programming, which will generalize incrementally to deal with three-dimensional rotations/orientations, the poses of an articulated figure, and full-body motion data. It will lead to identifying a collection of coordinate-invariant operations on full-body motion data and their object-oriented implementation. Finally, we will discuss the practical use of our programming framework in a variety of contexts ranging from data-driven manipulation/interpolation to state-of-the-art biped locomotion control.