Interactive behaviors for bipedal articulated figures
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
Reconstruction of articulated objects from point correspondences in a single uncalibrated image
Computer Vision and Image Understanding
A sketching interface for articulated figure animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
The Visual Computer: International Journal of Computer Graphics - Special section on implicit surfaces
Inferring 3D body pose from silhouettes using activity manifold learning
CVPR'04 Proceedings of the 2004 IEEE computer society conference on Computer vision and pattern recognition
3D human pose from silhouettes by relevance vector regression
CVPR'04 Proceedings of the 2004 IEEE computer society conference on Computer vision and pattern recognition
Natural motion animation through constraining and deconstraining at will
IEEE Transactions on Visualization and Computer Graphics
crdbrd: Shape Fabrication by Sliding Planar Slices
Computer Graphics Forum
Sketch modeling of seismic horizons from uncertainty
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
Retrieval and Visualization of Human Motion Data via Stick Figures
Computer Graphics Forum
The line of action: an intuitive interface for expressive character posing
ACM Transactions on Graphics (TOG)
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We present a sketch interface for interactively placing a 3D human character in a sitting position on a chair. The user first sketches the target pose as a 2D stick figure. The user can specify whether a joint will be attached to the environment (for example, the feet may be put on the ground) with a pin tool. Our system then reconstructs the 3D pose from the sketch figure considering the constraints specified by the user and the interaction between the character and the environment. This paper presents a user interface and a reconstruction algorithm that combines a genetic algorithm and a quasi-Newton solver to efficiently find a collision-free pose. An informal user study showed the effectiveness of our approach.