Pattern recognition with moment invariants: a comparative study and new results
Pattern Recognition
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
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A survey of computer vision-based human motion capture
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Footskate cleanup for motion capture editing
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
Motion Control of Virtual Humans
IEEE Computer Graphics and Applications
Training for Physical Tasks in Virtual Environments: Tai Chi
VR '03 Proceedings of the IEEE Virtual Reality 2003
Meta-Analysis of Face Recognition Algorithms
FGR '02 Proceedings of the Fifth IEEE International Conference on Automatic Face and Gesture Recognition
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Imitation as a first step to social learning in synthetic characters: a graph-based approach
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Learning silhouette features for control of human motion
ACM Transactions on Graphics (TOG)
Motion-capture-based avatar control framework in third-person view virtual environments
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Accelerometer-based user interfaces for the control of a physically simulated character
ACM SIGGRAPH Asia 2008 papers
Performance-based control interface for character animation
ACM SIGGRAPH 2009 papers
Action capture with accelerometers
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Pen-to-mime: Pen-based interactive control of a human figure
Computers and Graphics
A real-time performance system for virtual theater
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
Interaction with a virtual character through performance based animation
SG'10 Proceedings of the 10th international conference on Smart graphics
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Realtime human motion control with a small number of inertial sensors
I3D '11 Symposium on Interactive 3D Graphics and Games
Learning human action sequence style from video for transfer to 3D game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Human motion reconstruction from force sensors
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A puppet interface for retrieval of motion capture data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Layered interpolation for interactive avatar control
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
Pen-to-mime: a pen-based interface for interactive control of a human figure
SBM'04 Proceedings of the First Eurographics conference on Sketch-Based Interfaces and Modeling
Static pose reconstruction with an instrumented bouldering wall
Proceedings of the 18th ACM symposium on Virtual reality software and technology
FingerWalking: motion editing with contact-based hand performance
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Finger walking: motion editing with contact-based hand performance
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
GravitySpace: tracking users and their poses in a smart room using a pressure-sensing floor
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reconstructing whole-body motions with wrist trajectories
Graphical Models
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We present an intuitive animation interface that uses a foot pressure sensor pad to interactively control avatars for video games, virtual reality, and low-cost performance-driven animation. During an offline training phase, we capture full body motions with a motion capture system, as well as the corresponding foot-ground pressure distributions with a pressure sensor pad, into a database. At run time, the user acts out the animation desired on the pressure sensor pad. The system then tries to "see" the motion only through the foot-ground interactions measured, and the most appropriate motions from the database are selected, and edited online to drive the avatar. We describe our motion recognition, motion blending, and inverse kinematics algorithms in detail. They are easy to implement, and cheap to compute. FootSee can control a virtual avatar in a fixed latency of 1 second with reasonable accuracy. Our system thus makes it possible to create interactive animations without the cost or inconveniences of a full body motion capture system.