CHI '86 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Animation of dynamic legged locomotion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Usability analysis of 3D rotation techniques
Proceedings of the 10th annual ACM symposium on User interface software and technology
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interactive skeleton techniques for enhancing motion dynamics in key frame animation
Communications of the ACM
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Computer generated animation of faces
ACM '72 Proceedings of the ACM annual conference - Volume 1
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
ACM Computing Surveys (CSUR)
Spatial keyframing for performance-driven animation
ACM SIGGRAPH 2006 Courses
Guidelines for 3D positioning techniques
Future Play '07 Proceedings of the 2007 conference on Future Play
Computer Animation, Second Edition: Algorithms and Techniques
Computer Animation, Second Edition: Algorithms and Techniques
Shake-your-head: revisiting walking-in-place for desktop virtual reality
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Motion capture from body-mounted cameras
ACM SIGGRAPH 2011 papers
Using motion capture for real-time augmented reality scenes
Proceedings of the 13th International Conference on Humans and Computers
Realistic perspective projections for virtual objects and environments
ACM Transactions on Graphics (TOG)
Building a character animation system
MIG'11 Proceedings of the 4th international conference on Motion in Games
Shake'n'sense: reducing interference for overlapping structured light depth cameras
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
smARTbox: out-of-the-box technologies for interactive art and exhibition
Proceedings of the 2012 Virtual Reality International Conference
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Touching floating objects in projection-based virtual reality environments
EGVE - JVRC'10 Proceedings of the 16th Eurographics conference on Virtual Environments & Second Joint Virtual Reality
Interactive steering of mesh animations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Hi-index | 0.00 |
Animating virtual characters is a complex task, which requires professional animators and performers, expensive motion capture systems, or considerable amounts of time to generate convincing results. In this paper we introduce the SmurVEbox, which is a cost-effective animating system that encompasses many important aspects of animating virtual characters by providing a novel shared user experience. SmurVEbox is a collaborative environment for generating character animations in real time, which has the potential to enhance the computer animation process. Our setup allows animators and performers to cooperate on the same virtual animation sequence in real time. Performers are able to communicate with the animator in the real space while simultaneously perceiving the effects of their actions on the virtual character in the virtual space. The animator can refine actions of a performer in real time so that both collaborate together on the same animation of a virtual character. We describe the setup and present a simple application.