SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
IRIS performer: a high performance multiprocessing toolkit for real-time 3D graphics
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
Kinematic and dynamic techniques for analyzing, predicting, and animating human locomotion
Kinematic and dynamic techniques for analyzing, predicting, and animating human locomotion
Behavioral control for real-time simulated human agents
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Approximating polyhedra with spheres for time-critical collision detection
ACM Transactions on Graphics (TOG)
Integration of motion control techniques for virtual human and avatar real-time animation
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Closed Form and Geometric Algorithms for Real-Time Control of an Avatar
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
Adaptive dynamics of articulated bodies
ACM SIGGRAPH 2005 Papers
Mapping Algorithms for Real-Time Control of an Avatar Using Eight Sensors
Presence: Teleoperators and Virtual Environments
Managing Simulation Level-of-Detail with the LOD Trader
Proceedings of Motion on Games
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We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notions are (1) the logical storage of full-body motion in posture graphs, which provides a simple motion access method for playback and (2) mapping the motions of higher DOF figures to lower DOF figures using slaving to provide human models at several levels of detail, both to geometry and articulation, for later playback. We present our system in the context of a simple problem: animating human figures in a distributed simulation, using DIS protocols for communicating the human state information. We also discuss several related techniques for real-time animation of articulated figures in visual simulation.