Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Dynamic simulation of autonomous legged locomotion
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Reusable motion synthesis using state-space controllers
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Computer animation of knowledge-based human grasping
Proceedings of the 18th 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
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Using discrete event modeling for effective computer animation control
WSC '91 Proceedings of the 23rd conference on Winter simulation
Collision Detection and Response for Computer Animation
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A practical model for hair mutual interactions
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
IEEE Computer Graphics and Applications
Motion Simulation: Dealing with the Ill-Conditioned Equations of Motion for Articulated Figures
IEEE Computer Graphics and Applications
Impulse-Based Control of Joints and Muscles
IEEE Transactions on Visualization and Computer Graphics
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
Geometry-based muscle forces and inverse dynamics for animation
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Experimental research on human body motion simulation based on the motion capture technology
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
Automatic addition of physics components to procedural content
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Automatic motion generation based on path editing from motion capture data
Transactions on edutainment IV
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
A Review on 3D Signing Avatars: Benefits, Uses and Challenges
International Journal of Multimedia Data Engineering & Management
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A major problem in computer animation is creating motion that appears natural and realistic, particularly in such complex articulated bodies as humans and other animals. At present, truly lifelike motion is produced mainly by copying recorded images, a tedious and lengthy process that requires considerable external equipment. An alternative is the use of dynamic analysis to predict realistic motion. Using dynamic motion control, bodies are treated as masses acting under the influence of external and internal forces and torques. Dynamic control is advantageous because motion is naturally restricted to physically realizable patterns, and many types of motion can be predicted automatically. Use of dynamics is computationally expensive and specifying controlling forces and torques can be difficult. However, there is evidence that dynamics offers hope for more realistic, natural, and automatic motion control. Because such motion simulates real world conditions, an animation system using dynamic analysis is also a useful tool in such related fields as robotics and biomechanics.