Computer animation: theory and practice
Computer animation: theory and practice
Using dynamic analysis to animate articulated bodies such as humans and robots
Proceedings of Graphics Interface '85 on Computer-generated images: the state of the art
Controlling dynamic simulation with kinematic constraints
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th 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
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Spacetime constraints revisited
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Volume-preserving free-form solid
SMA '95 Proceedings of the third ACM symposium on Solid modeling and applications
Automated learning of muscle-actuated locomotion through control abstraction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Further experience with controller-based automatic motion synthesis for articulated figures
ACM Transactions on Graphics (TOG)
Adapting simulated behaviors for new characters
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Interactive manipulation of rigid body simulations
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Sampling plausible solutions to multi-body constraint problems
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Volume-Preserving Free-Form Solids
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Models with Biological Relevance to Control Anthropomorphic Limbs: A Survey
GW '01 Revised Papers from the International Gesture Workshop on Gesture and Sign Languages in Human-Computer Interaction
Constrained animation of flocks
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Motion sketching for control of rigid-body simulations
ACM Transactions on Graphics (TOG)
Physically realistic motion synthesis in animation
Evolutionary Computation
Interactive simulation of stylized human locomotion
ACM SIGGRAPH 2008 papers
Real-time control of physically based simulations using gentle forces
ACM SIGGRAPH Asia 2008 papers
Deformable object animation using reduced optimal control
ACM SIGGRAPH 2009 papers
Contact-aware nonlinear control of dynamic characters
ACM SIGGRAPH 2009 papers
Linear Bellman combination for control of character animation
ACM SIGGRAPH 2009 papers
Automatic generation of computeranimation: using AI for movie animation
Automatic generation of computeranimation: using AI for movie animation
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
PCM'10 Proceedings of the Advances in multimedia information processing, and 11th Pacific Rim conference on Multimedia: Part II
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Motion Interpolation, which arises in many situations such as Keyframe Animation, is the synthesis of a sequence of images portraying continuous motion by interpolating between a set of keyframes. If the keyframes are specified by parameters of moving objects at several instants of time, (e.g., position, orientation, velocity) then the goal is to find their values at the intermediate instants of time. Previous approaches to this problem have been to construct these intermediate, or in-between, frames by interpolating each of the motion parameters independently. This often produces unnatural motion since the physics of the problem is not considered and each parameter is obtained independently. Our approach models the motion of objects and their environment by differential equations obtained from classical mechanics. In order to satisfy the constraints imposed by the keyframes we apply external control. We show how smooth and natural looking interpolations can be obtained by minimizing a combination of the control energy and the roughness of the trajectory of the objects in 3D-space. A general formulation is presented which allows several trade-offs between various parameters that control motion. Although optimal parameter values resulting in the best subjectively looking motion are not yet known, our simulations have produced smooth and natural motion that is subjectively better than that produced by other interpolation methods, such as the cubic splines.