Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Nonlinear component analysis as a kernel eigenvalue problem
Neural Computation
Physically based motion transformation
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
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Implicit Probabilistic Models of Human Motion for Synthesis and Tracking
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
Automated derivation of behavior vocabularies for autonomous humanoid motion
AAMAS '03 Proceedings of the second international joint conference on Autonomous agents and multiagent systems
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Hi-index | 0.00 |
Different realistic humanoid motion can be used in vary situations in animation. It also plays an important role in virtual reality. In this paper, we propose a novel method to generate different realistic humanoid motion automatically. Firstly, eigenvectors of a motion sequence is computed using principle component analysis. The principle components are served as “virtual joints” in our system. The number of “virtual joints” can be used to control the realistic level of motions. After given the “virtual joints” number, the actual joints’ parameters of new motion are computed using the selected “virtual joints”. The experiments illuminate that this method has good ability to generate different realistic level motions.