Advanced animation and rendering techniques
Advanced animation and rendering 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
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
A 2-stages locomotion planner for digital actors
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controllable real-time locomotion using mobility maps
GI '05 Proceedings of Graphics Interface 2005
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Presence: Teleoperators and Virtual Environments
Generalizing motion edits with Gaussian processes
ACM Transactions on Graphics (TOG)
4D parametric motion graphs for interactive animation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Parametric control of captured mesh sequences for real-time animation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Parametric animation of performance-captured mesh sequences
Computer Animation and Virtual Worlds
Proceedings of the ACM Symposium on Applied Perception
Proceedings of the ACM Symposium on Applied Perception
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Realistic real time articulated figure motion is achieved by reprocessing a stored database of motions. Motions are created to exact specification by interpolation from a set of example motions, effectively forming a parameterized motion model. A pre-processing step involving iterative calculations is used to allow efficient direct computations at run time. An inverse kinematics capability is shown that is based on interpolation. This method preserves the underlying qualities of the data, such as dynamical realism of motion capture, while generating a continuous range of required motions. Relevant applications include networked virtual reality and interactive entertainment.