Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
Efficient generation of motion transitions using spacetime constraints
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
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Using Kinematic Clones to Control the Dynamic Simulation of Articulated Figures
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
Human Motion Capture Driven by Orientation Measurements
Presence: Teleoperators and Virtual Environments
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Physically based grasping control from example
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
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
From motion capture data to character animation
Proceedings of the ACM symposium on Virtual reality software and technology
Intelligent Motion Tracking by Combining Specialized Algorithms
ICDHM '09 Proceedings of the 2nd International Conference on Digital Human Modeling: Held as Part of HCI International 2009
Intelligent toolkit for procedural animation of human behaviors
Future Play '09 Proceedings of the 2009 Conference on Future Play on @ GDC Canada
An Object-Oriented Approach to Simulating Human Gait Motion Based on Motion Tracking
International Journal of Applied Mathematics and Computer Science - Verified Methods: Applications in Medicine and Engineering
Semi-automated human body 3D animator
International Journal of Computer Applications in Technology
A case for web-based interactive 3D game using motion capture data
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Efficient marker matching using pair-wise constraints in physical therapy
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
Motion capture for a natural tree in the wind
MIG'10 Proceedings of the Third international conference on Motion in games
Adaptive anisotropic remeshing for cloth simulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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Motion capture has become a premiere technique for animation of humanlike characters. To facilitate its use, researchers have focused on the manipulation of data for retargeting, editing, combining, and reusing motion capture libraries. In many of these efforts joint angle plus root trajectories are used as input, although this format requires an inherent mapping from the raw data recorded by many popular motion capture set-ups. In this paper, we propose a novel solution to this mapping problem from 3D marker position data recorded by optical motion capture systems to joint trajectories for a fixed limb-length skeleton using a forward dynamic model. To accomplish the mapping, we attach virtual springs to marker positions located on the appropriate landmarks of a physical simulation and apply resistive torques to the skeleton's joints using a simple controller. For the motion capture samples, joint-angle postures are resolved from the simulation's equilibrium state, based on the internal torques and external forces. Additional constraints, such as foot plants and hand holds, may also be treated as addition forces applied to the system and are a trivial and natural extension to the proposed technique. We present results for our approach as applied to several motion-captured behaviors.