Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Comparing constraint-based motion editing methods
Graphical Models
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Efficient synthesis of physically valid human 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 Versatile and Robust Model for Geometrically Complex Deformable Solids
CGI '04 Proceedings of the Computer Graphics International
A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
A lightweight algorithm for real-time motion synthesis
Proceedings of the ACM symposium on Virtual reality software and technology
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Journal of Visual Communication and Image Representation
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
ACM SIGGRAPH 2007 papers
Gradient domain editing of deforming mesh sequences
ACM SIGGRAPH 2007 papers
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Editing dynamic human motions via momentum and force
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Practical Character Physics for Animators
IEEE Computer Graphics and Applications
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We present a novel technique for editing motion captured animation. Our iterative solver produces physicallyplausible adaptated animations that satisfy alterations in foot and hand contact placement with the animated character's surroundings. The technique uses a system of particles to represent the poses and mass distribution of the character at sampled frames of the animation. Constraints between the vertices within each frame enforce the skeletal structure, including joint limits. Novel constraints extending over vertices in several frames enforce the aggregate dynamics of the character, as well as features such as joint acceleration smoothness. We demonstrate adaptation of several animations to altered foot and hand placement.