SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Plausible motion simulation for computer graphics animation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Evaluating the visual fidelity of physically based animations
ACM SIGGRAPH 2003 Papers
Physical Touch-Up of Human Motions
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Composition of complex optimal multi-character motions
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fat graphs: constructing an interactive character with continuous controls
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Perception and prediction of simple object interactions
Proceedings of the 4th symposium on Applied perception in graphics and visualization
Flipping with physics: motion editing for acrobatics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
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)
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
Push it real: perceiving causality in virtual interactions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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Animation budget constraints during the development of a game often call for the use of a limited set of generic motions. Editing operations are thus generally required to animate virtual characters with a sufficient level of variety. Evaluating the perceptual plausibility of edited animations can therefore contribute greatly towards producing visually plausible animations. In this paper we study observers' sensitivity to manipulations of overarm and underarm biological throwing animations. In our first experiment, we used Dynamic Time Warping to edit the biological throwing motions, and modified the release velocity of the ball accordingly. We found that observers are more tolerant to speeding up of the original throwing motion than to slowing down, and that slowed down underarm throws are perceived as particularly unnatural. In our second experiment, we modified separately horizontal and vertical components of the release velocity of the ball, while leaving the motion of the thrower unchanged. We found that observers are more sensitive to manipulations of the horizontal component in overarm throws, and of the vertical component in underarm throws. As in the first experiment, we found that observers are most disturbed by decreases in the velocity of the ball in underarm throws. Our results provide valuable insights for developers of games and VR applications by specifying thresholds for the perceptual plausibility of throwing manipulations.