Computer animation of knowledge-based human grasping
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
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
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Live paint: painting with procedural multiscale textures
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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Neural Network-Based Violinist's Hand Animation
CGI '00 Proceedings of the International Conference on Computer Graphics
Modeling the constraints of human hand motion
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
Construction and animation of anatomically based human hand models
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Handrix: animating the human hand
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Action synopsis: pose selection and illustration
ACM SIGGRAPH 2005 Papers
Sleight of hand: perception of finger motion from reduced marker sets
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Most character motion capture data does not contain secondary motions like detailed hand motion, therefore the resultant animation looks unnatural due to the stiffness of hand motion. In this paper, we analyzed the pose space distance from the character’s motion capture data and used stepwise searching algorithm to find the key poses for hand motion synthesis. We adaptively changed the contrast of the local distance map to capture the small motions. If an appropriate hand motion data available, temporal alignment with speed matching and spatial warping of motion data can produce realistic hand motion. If there is no motion capture data available, key frame with cubic or gaussian based interpolation can be used to generate in between frames.