SIGGRAPH '95 Proceedings of the 22nd 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
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
Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Limit cycle control and its application to the animation of balancing and walking
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Processing motion capture data to achieve positional accuracy
Graphical Models and Image Processing
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
User-Controlled Physics-Based Animation for Articulated Figures
CA '96 Proceedings of the Computer Animation
Motion capture-driven simulations that hit and react
Motion capture-driven simulations that hit and react
Presence: Teleoperators and Virtual Environments
Mapping optical motion capture data to skeletal motion using a physical model
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion Perturbation Based on Simple Neuromotor Control Models
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Hybrid Control for Interactive Character Animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Physical Touch-Up of Human Motions
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Evaluating motion graphs for character navigation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Enriching a motion collection by transplanting limbs
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computing the duration of motion transitions: an empirical approach
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based grasping control from example
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
Dynamic Animation and Control Environment
GI '05 Proceedings of Graphics Interface 2005
Precomputing avatar behavior from human motion data
Graphical Models - Special issue on SCA 2004
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Interaction capture and synthesis
ACM SIGGRAPH 2006 Papers
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Validating retargeted and interpolated locomotions by dynamics-based analysis
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Individualized reaction movements for virtual humans
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
World space servoing for character animation under simulation
ACM SIGGRAPH 2006 Sketches
Dynamo: dynamic, data-driven character control with adjustable balance
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Interactive animation of dynamic manipulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
On the beat!: timing and tension for dynamic characters
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Multiobjective control with frictional contacts
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive dynamic response for games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
TRACKS: toward directable thin shells
ACM SIGGRAPH 2007 papers
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Simulating biped behaviors from human motion data
ACM SIGGRAPH 2007 papers
Simulating competitive interactions using singly captured motions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Indexing large human-motion databases
VLDB '04 Proceedings of the Thirtieth international conference on Very large data bases - Volume 30
Impulse-Based Control of Joints and Muscles
IEEE Transactions on Visualization and Computer Graphics
Psychologically Inspired Anticipation and Dynamic Response for Impacts to the Head and Upper Body
IEEE Transactions on Visualization and Computer Graphics
Gesture modeling and animation based on a probabilistic re-creation of speaker style
ACM Transactions on Graphics (TOG)
Interactive simulation of stylized human locomotion
ACM SIGGRAPH 2008 papers
Simulation of individual spontaneous reactive behavior
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 1
Animating responsive characters with dynamic constraints in near-unactuated coordinates
ACM SIGGRAPH Asia 2008 papers
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Real-time control of physically based simulations using gentle forces
ACM SIGGRAPH Asia 2008 papers
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Two-Character Motion Control: Challenge and Promise
Motion in Games
Informed Use of Motion Synthesis Methods
Motion in Games
Simple Feedforward Control for Responsive Motion Capture-Driven Simulations
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
ACM SIGGRAPH 2009 papers
Linear Bellman combination for control of character animation
ACM SIGGRAPH 2009 papers
Comprehensive biomechanical modeling and simulation of the upper body
ACM Transactions on Graphics (TOG)
Simulating balance recovery responses to trips based on biomechanical principles
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Simultaneous tracking and balancing of humanoid robots for imitating human motion capture data
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Reuse of motion capture data in animation: a review
ICCSA'03 Proceedings of the 2003 international conference on Computational science and its applications: PartIII
View-dependent hierarchical foliage simplification
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Optimal feedback control for character animation using an abstract model
ACM SIGGRAPH 2010 papers
Sampling-based contact-rich motion control
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Feature-based locomotion controllers
ACM SIGGRAPH 2010 papers
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Pose control in dynamic conditions
MIG'10 Proceedings of the Third international conference on Motion in games
Perception based real-time dynamic adaptation of human motions
MIG'10 Proceedings of the Third international conference on Motion in games
Responsive action generation by physically-based motion retrieval and adaptation
MIG'10 Proceedings of the Third international conference on Motion in games
Articulated swimming creatures
ACM SIGGRAPH 2011 papers
Composite control of physically simulated characters
ACM Transactions on Graphics (TOG)
Physically valid statistical models for human motion generation
ACM Transactions on Graphics (TOG)
Modal-space control for articulated characters
ACM Transactions on Graphics (TOG)
Fast simulation of skeleton-driven deformable body characters
ACM Transactions on Graphics (TOG)
Constrained Analytical Trajectory Filter for stabilizing humanoid robot motions
Intelligent Service Robotics
Adding physical like reaction effects to skeleton-based animations using controllable pendulums
Transactions on edutainment VI
Anticipation effect generation for character animation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Natural user interface for physics-based character animation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Dynamic balancing and walking for real-time 3d characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Push it real: perceiving causality in virtual interactions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Inverse kinodynamics: editing and constraining kinematic approximations of dynamic motion
Proceedings of Graphics Interface 2012
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Real-time physical modelling of character movements with microsoft kinect
Proceedings of the 18th ACM symposium on Virtual reality software and technology
Adaptive dynamics with hybrid response
SIGGRAPH Asia 2012 Technical Briefs
Simple data-driven control for simulated bipeds
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Misconceptions of PD control in animation
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Simple data-driven control for simulated bipeds
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Misconceptions of PD control in animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Using methods-time measurement to connect digital humans and motion databases
DHM'13 Proceedings of the 4th international conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management: human body modeling and ergonomics - Volume Part II
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
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Controllable, reactive human motion is essential in many video games and training environments. Characters in these applications often perform tasks based on modified motion data, but response to unpredicted events is also important in order to maintain realism. We approach the problem of motion synthesis for interactive, humanlike characters by combining dynamic simulation and human motion capture data. Our control systems use trajectory tracking to follow motion capture data and a balance controller to keep the character upright while modifying sequences from a small motion library to accomplish specified tasks, such as throwing punches or swinging a racket. The system reacts to forces computed from a physical collision model by changing stiffness and damping terms. The freestanding, simulated humans respond automatically to impacts and smoothly return to tracking. We compare the resulting motion with video and recorded human data.