Evaluating the visual fidelity of physically based animations
ACM SIGGRAPH 2003 Papers
Perceptual metrics for character animation: sensitivity to errors in ballistic motion
ACM SIGGRAPH 2003 Papers
Physical Touch-Up of Human Motions
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A data-driven approach to quantifying natural human motion
ACM SIGGRAPH 2005 Papers
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Animating Human Locomotion with Inverse Dynamics
IEEE Computer Graphics and Applications
Evaluating distance metrics for animation blending
Proceedings of the 4th International Conference on Foundations of Digital Games
Injury assessment for physics-based characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Flexible muscle-based locomotion for bipedal creatures
ACM Transactions on Graphics (TOG)
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Physical realism plays an important role in the way character animations are being perceived. We present a method for evaluating the physical realism of character animations, by using musculoskeletal model simulation resulting from biomechanics research. We describe how such models can be used without the presence of external force measurements. We define two quality measures that describe principally different aspects of physical realism. The first quality measure reflects to what extent the animation obeys the Newton-Euler laws of motion. The second quality measure reflects the realism of the amount of muscle force a human would require to perform the animation. Both quality measures allow for highly detailed evaluation of the physical realism of character animations.