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
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Comparing constraint-based motion editing methods
Graphical Models
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Simulation of leaping, tumbling, landing, and balancing humans
Simulation of leaping, tumbling, landing, and balancing humans
Hybrid Control for Interactive Character Animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Learning physics-based motion style with nonlinear inverse optimization
ACM SIGGRAPH 2005 Papers
Individualized reaction movements for virtual humans
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Simulation of individual spontaneous reactive behavior
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
LoD-based locomotion engine for game characters
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Design and implementation of an openGL based 3D first person shooting game
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In this paper, we propose a new method for simulating reactive motions for motion capture animation. The goal is to generate realistic behaviors under unexpected external forces. A set of techniques are introduced to select a motion capture sequence which follows an impact, and then synthesize a believable transition to this found clip for character interaction. Utilizing a parallel simulation, our method is able to predict a character's motion trajectory under dynamics, which ensures that the character moves towards the target sequence and makes the character's behavior more life-like. In addition, the mechanism of parallel simulation with different time steps is flexible for simulation of multiple contacts in a series when multiple searches are necessary. Our controller is designed to generate physically plausible motion following an upcoming motion with adjustment from biomechanics rules, which is a key to avoid an unconscious look for a character during the transition.