Goal-directed, dynamic animation of human walking
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Interactive real-time articulated figure manipulation using multiple kinematic constraints
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Dynamic simulation of autonomous legged locomotion
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Animation of dynamic legged locomotion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Hierarchical kinematic behaviors for complex articulated figures
Interactive computer animation
Animation control for real-time virtual humans
Communications of the ACM
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
BEAT: the Behavior Expression Animation Toolkit
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Aesthetic edits for character animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Planning and Motion Control in Lifelike Gesture: A Refined Approach
CA '00 Proceedings of the Computer Animation
Synthesizing multimodal utterances for conversational agents: Research Articles
Computer Animation and Virtual Worlds
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Learning physics-based motion style with nonlinear inverse optimization
ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animating reactive motions for biped locomotion
Proceedings of the ACM symposium on Virtual reality software and technology
Methods for exploring expressive stance
Graphical Models - Special issue on SCA 2004
Interactive generation of falling motions: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Motor Control Techniques for Figure Animation
IEEE Computer Graphics and Applications
Gesture modeling and animation based on a probabilistic re-creation of speaker style
ACM Transactions on Graphics (TOG)
SmartBody: behavior realization for embodied conversational agents
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Simulating balance recovery responses to trips based on biomechanical principles
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Implementing expressive gesture synthesis for embodied conversational agents
GW'05 Proceedings of the 6th international conference on Gesture in Human-Computer Interaction and Simulation
Dynamic balancing and walking for real-time 3d characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
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In this paper, we present a real-time method for generating 3D biped character motions that are dynamic and responsive but also believably life-like and natural. Our model uses a physics-based controller to generate intelligent foot placement and upper-body postural information, that we combine with random human-like movements and an inverse kinematic solver to generate realistic character animations. The key idea is modulating procedurally random rhythmic motions seamlessly in with a physics-based model to produce less robot-like static looking characters and more life-like dynamic ones. Moreover, our method is straightforward, computationally fast and produces remarkably expressive motions that are physically accurate while being interactive.