SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Adaptive Control: The Model Reference Approach
Adaptive Control: The Model Reference Approach
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
User-Controlled Physics-Based Animation for Articulated Figures
CA '96 Proceedings of the Computer Animation
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Guided time warping for motion editing
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
On the beat!: timing and tension for dynamic characters
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive dynamic response for games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Real time physics: class notes
ACM SIGGRAPH 2008 classes
A survey of spatial deformation from a user-centered perspective
ACM Transactions on Graphics (TOG)
A simple approach to nonlinear tensile stiffness for accurate cloth simulation
ACM Transactions on Graphics (TOG)
Brain Springs: Fast Physics for Large Crowds in WALL•E
IEEE Computer Graphics and Applications
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We propose a system capable in real time of adding controllable and plausible oscillating physical like reaction effects in response to external forces (perturbations). These oscillating effects may be used to modify a motion or to customize it in a cartoon like way. The core of our system is based on several connected 3D pendulums with a propagating reaction. These pendulums always return to a preferred direction that can be fixed in advance or can be modified during the motion by external predefined data (such as keyframe). Our pendulums are fully controllable, concerning reaction time and damping, and the results are completely deterministic. They are easy to implement, even without any prior knowledge of physical simulations. Our system is applicable on articulated body with predefined motion data (manually set or captured) or procedural animation.