Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Hierarchical spacetime control
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Adapting simulated behaviors for new characters
Proceedings of the 24th 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
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Spacetime Sweeping: An Interactive Dynamic Constraints Solver
CA '02 Proceedings of the Computer Animation
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
Motion Blending for Real-Time Animation while Accounting for the Environment
CGI '04 Proceedings of the Computer Graphics International
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
Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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Simulating realistic human-like figures is still a challenging task when dynamics is involved. For example, making a virtual human jump to a given position requires to control the forces involved in take-off in order to reach a given velocity vector at the beginning of the aerial phase. Several problems are addressed in this paper in order to modify a captured motion while accounting from dynamics. The method exploits a point mass approximation of the body for the Inverse Dynamics stage during the contact phase and later to optimize new trajectories. First, accurate body segment masses are required to have access to external forces thanks to inverse dynamics. Second, those forces have to be adapted to make the resulting center of mass trajectory verify new constraints (such as reaching a given point at a given time). This paper also proposes a new formalism to encode force depending on time in contact phases (called impulse). Whereas classical biomechanical analyzes focus only on the peak of forces and on the contact phase duration, our formalism provides new data to characterize the shape of an impulse.