SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
Behavioral control for real-time simulated human agents
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Impulse-based simulation of rigid bodies
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Kinematic and dynamic techniques for analyzing, predicting, and animating human locomotion
Kinematic and dynamic techniques for analyzing, predicting, and animating human locomotion
Simulation Model Design and Execution: Building Digital Worlds
Simulation Model Design and Execution: Building Digital Worlds
Proceedings of the Eurographic workshop on Computer animation and simulation
Graphics programming methods
Learning silhouette features for control of human motion
ACM Transactions on Graphics (TOG)
Hierarchical motion controllers for real-time autonomous virtual humans
Lecture Notes in Computer Science
SmartBody: behavior realization for embodied conversational agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Synthetic motion capture: Implementing an interactive virtual marine world
The Visual Computer: International Journal of Computer Graphics
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We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notion are (1) the logical storage of full-body motion in posture graphs, which provides a simple motion access method for playback, and (2) mapping the motions of high DOF figures to lower DOF figures using slaving to provide human models at several levels of detail, both in geometry and articulation, for later playback. We present our system in the context of a simple problem: animating human figures in a distributed simulation, using DIS protocols for communicating the human state information. We also discuss several related techniques for real-time animation of articulated figures in visual simulation.