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
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Spatial keyframing for performance-driven animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Cover trees for nearest neighbor
ICML '06 Proceedings of the 23rd international conference on Machine learning
Fat graphs: constructing an interactive character with continuous controls
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Precomputed search trees: planning for interactive goal-driven animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
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ACM SIGGRAPH 2007 courses
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Automatic construction of a minimum size motion graph
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Character animation in two-player adversarial games
ACM Transactions on Graphics (TOG)
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We present a new approach to interactive resequencing of captured motion data that allows the user to progressively extend his or her animations such that each extension can best fit user requirements with respect to space, time, and pose. In the preprocessing phase, captured frames are clustered into pose groups and interconnected into a transition graph. For each step in building an animation sequence at runtime, the user is allowed to browse through motion paths in the graph that are connectable to the existing sequence by specifying the desired locations and poses at path ends and to select one of those paths to extend the animation. Instead of using graph search algorithms, our path browser unrolls the graph locally into spatial search trees and employs an efficient nearest-neighbor search method to quickly find the optimal paths that satisfy user inputs. We demonstrate the usefulness of our approach by creating animation examples in scenarios involving spatial, temporal, and postural requirements simultaneously. Copyright © 2012 John Wiley & Sons, Ltd.