Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Evaluating the visual fidelity of physically based animations
ACM SIGGRAPH 2003 Papers
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animating reactive motion using momentum-based inverse kinematics: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Motion patches: building blocks for virtual environments annotated with motion data
ACM SIGGRAPH 2006 Papers
Composition of complex optimal multi-character motions
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Flipping with physics: motion editing for acrobatics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
Two-Character Motion Analysis and Synthesis
IEEE Transactions on Visualization and Computer Graphics
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Effect of scenario on perceptual sensitivity to errors in animation
ACM Transactions on Applied Perception (TAP)
Fool me twice: Exploring and exploiting error tolerance in physics-based animation
ACM Transactions on Graphics (TOG)
Spatial relationship preserving character motion adaptation
ACM SIGGRAPH 2010 papers
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Editing dynamic human motions via momentum and force
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Simulating Multiple Character Interactions with Collaborative and Adversarial Goals
IEEE Transactions on Visualization and Computer Graphics
Evaluating the plausibility of edited throwing animations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Evaluating the plausibility of edited throwing animations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Believability in simplifications of large scale physically based simulation
Proceedings of the ACM Symposium on Applied Perception
Effects of ageing and sound on perceived timing of human interactions
Proceedings of the ACM Symposium on Applied Perception
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With recent advances in real-time graphics technology, more realistic, believable and appealing virtual characters are needed than ever before. Both player-controlled avatars and non-player characters are now starting to interact with the environment, other virtual humans and crowds. However, simulating physical contacts between characters and matching appropriate reactions to specific actions is a highly complex problem, and timing errors, force mismatches and angular distortions are common. To investigate the effect of such anomalies on the perceived realism of two-character interactions, we captured a motion corpus of pushing animations and corresponding reactions and then conducted a series of perceptual experiments. We found that participants could easily distinguish between five different interaction forces, even when only one of the characters was visible. Furthermore, they were sensitive to all three types of anomalous interactions: timing errors of over 150ms were acceptable less than 50% of the time, with early or late reactions being equally perceptible; participants could perceive force mismatches, though over-reactions were more acceptable than under-reactions; finally, angular distortions when a character reacts to a pushing force reduce the acceptability of the interactions, but there is some evidence for a preference of expansion away from the pushing character's body. Our results provide insights to aid in designing motion capture sessions, motion editing strategies and balancing animation budgets.