A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A coordinate-invariant approach to multiresolution motion analysis
Graphical Models
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
FootSee: an interactive animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion synthesis from annotations
ACM SIGGRAPH 2003 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Geostatistical motion interpolation
ACM SIGGRAPH 2005 Papers
Learning silhouette features for control of human motion
ACM Transactions on Graphics (TOG)
Precomputing avatar behavior from human motion data
Graphical Models - Special issue on SCA 2004
Probabilistic Non-linear Principal Component Analysis with Gaussian Process Latent Variable Models
The Journal of Machine Learning Research
Practical motion capture in everyday surroundings
ACM SIGGRAPH 2007 papers
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Gaussian Process Dynamical Models for Human Motion
IEEE Transactions on Pattern Analysis and Machine Intelligence
Accelerometer-based user interfaces for the control of a physically simulated character
ACM SIGGRAPH Asia 2008 papers
Parallel Tracking and Mapping for Small AR Workspaces
ISMAR '07 Proceedings of the 2007 6th IEEE and ACM International Symposium on Mixed and Augmented Reality
Achieving good connectivity in motion graphs
Graphical Models
Action capture with accelerometers
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive generation of human animation with deformable motion models
ACM Transactions on Graphics (TOG)
Parallel Tracking and Mapping on a camera phone
ISMAR '09 Proceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality
Fast local and global similarity searches in large motion capture databases
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Realtime human motion control with a small number of inertial sensors
I3D '11 Symposium on Interactive 3D Graphics and Games
Motion capture from body-mounted cameras
ACM SIGGRAPH 2011 papers
Motion reconstruction using sparse accelerometer data
ACM Transactions on Graphics (TOG)
Physically valid statistical models for human motion generation
ACM Transactions on Graphics (TOG)
Continuous character control with low-dimensional embeddings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Motion graphs++: a compact generative model for semantic motion analysis and synthesis
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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Reconstructing whole-body motions using only a low-dimensional input reduces the cost of and efforts for performance capture significantly, and yet remains a challenging problem. We introduce a novel technique that synthesizes whole-body motion using the two wrist trajectories. Given the wrist trajectories, we first determine the optimal ankle trajectories from a large number of candidate ankle paths obtained from example poses in the motion database. The optimal trajectory is efficiently achieved by solving for the shortest path problem in a directed acyclic graph. Next, we use both the wrist and ankle trajectories as the low-dimensional control signals to achieve the whole-body pose at each time step. We show that our method can reconstruct various whole-body motions that can be recognized by arm motions, such as walking, stepping, and in-place upper-body motions. Comparisons with ground truth motions and with other methods are provided.