SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
Obscuring length changes during animated motion
ACM SIGGRAPH 2004 Papers
Knowing when to put your foot down
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Robust on-line adaptive footplant detection and enforcement for locomotion
The Visual Computer: International Journal of Computer Graphics
Robust kinematic constraint detection for motion data
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Virtual shapers & movers: form and motion affect sex perception
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
Perceptual evaluation of automatic 2.5d cartoon modelling
PKAW'12 Proceedings of the 12th Pacific Rim conference on Knowledge Management and Acquisition for Intelligent Systems
Hi-index | 0.00 |
When animating virtual humans for real-time applications such as games and virtual reality, animation systems often have to edit motions in order to be responsive. In many cases, contacts between the feet and the ground are not (or cannot be) properly enforced, resulting in a disturbing artifact know as footsliding or footskate. In this paper, we explore the perceptibility of this error and show that participants can perceive even very low levels of footsliding (