Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamo: dynamic, data-driven character control with adjustable balance
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Simulating biped behaviors from human motion data
ACM SIGGRAPH 2007 papers
Rigid Body Dynamics Algorithms
Rigid Body Dynamics Algorithms
Interactive simulation of stylized human locomotion
ACM SIGGRAPH 2008 papers
Animating responsive characters with dynamic constraints in near-unactuated coordinates
ACM SIGGRAPH Asia 2008 papers
ACM SIGGRAPH 2009 papers
Robust physics-based locomotion using low-dimensional planning
ACM SIGGRAPH 2010 papers
Terrain-adaptive bipedal locomotion control
ACM SIGGRAPH 2010 papers
Optimizing walking controllers for uncertain inputs and environments
ACM SIGGRAPH 2010 papers
Sampling-based contact-rich motion control
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Feature-based locomotion controllers
ACM SIGGRAPH 2010 papers
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Artist-created animated characters can exhibit stylized, engaging behavior, but require considerable effort to construct, while interactive applications require numerous motions and variations to create a dynamic, believable character. This paper describes a method for generating some of these variations automatically: given a stream of poses, our method simulates plausible responses to physical disturbances and environmental variations. Our quasi-physical simulation accounts for the dynamics of the character and surrounding objects, but does not require the motion to be physically valid, making it suitable for both realistic and stylized, cartoony motions. It further does not require any preprocessing, allowing it to run as an online filter that transforms the output of any real-time animation system. Our prototype runs at 50 Hz, on bipeds and quadrupeds with over 50 degrees of freedom, and generates plausible variations for walking, running, hopping, crawling, rolling, cartwheeling, and other motions.