Communications of the ACM
Virya—a motion control editor for kinematic and dynamic animation
Proceedings on Graphics Interface '86/Vision Interface '86
Proc. of the ACM SIGGRAPH/SIGART interdisciplinary workshop on Motion: representation and perception
Articulated figure positioning by multiple constraints
IEEE Computer Graphics and Applications
Controlling dynamic simulation with kinematic constraints
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The challenge of human figure animation
Proceedings on Graphics interface '88
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A modeling system based on dynamic constraints
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Tools for interaction with the creative process of composition
CHI '90 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dynamic simulation of autonomous legged locomotion
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Animation of dynamic legged locomotion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
The evolution of an interface for choreographers
CHI '93 Proceedings of the INTERACT '93 and CHI '93 Conference on Human Factors in Computing Systems
Drawing and animation using skeletal strokes
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Planning motions with intentions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Multi-level direction of autonomous creatures for real-time virtual environments
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
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd 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
Adapting simulated behaviors for new characters
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
The state of computer animation
ACM SIGGRAPH Computer Graphics
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A logical approach to high-level agent control
Proceedings of the fifth international conference on Autonomous agents
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Synthesis of complex dynamic character motion from simple animations
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
Complex Models for Animating Synthetic Actors
IEEE Computer Graphics and Applications
Desktop Animation of Multiple Human Figures
IEEE Computer Graphics and Applications
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
VW '00 Proceedings of the Second International Conference on Virtual Worlds
Software Laboratory for Physical Based Human Body Animation
AMDO '02 Proceedings of the Second International Workshop on Articulated Motion and Deformable Objects
Quick tuning of a reference locomotion gait [computer animation]
CA '95 Proceedings of the Computer Animation
A Model of Nonverbal Communication and Interpersonal Relationship Between Virtual Actors
CA '96 Proceedings of the Computer Animation
User-Controlled Physics-Based Animation for Articulated Figures
CA '96 Proceedings of the Computer Animation
Motion Generator Approach to Translating Human Motion from Video to Animation
PG '99 Proceedings of the 7th 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
Human motion analysis for biomechanics and biomedicine
Machine Vision and Applications - Special issue: Human modeling, analysis, and synthesis
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptive dynamics of articulated bodies
ACM SIGGRAPH 2005 Papers
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Precomputing avatar behavior from human motion data
Graphical Models - Special issue on SCA 2004
Sketching-out virtual humans: from 2D storyboarding to immediate 3D character animation
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Sketching-out virtual humans: from 2D storyboarding to immediate 3D character animation
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Simulating biped behaviors from human motion data
ACM SIGGRAPH 2007 papers
Impulse-Based Control of Joints and Muscles
IEEE Transactions on Visualization and Computer Graphics
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Motion planning and autonomy for virtual humans
ACM SIGGRAPH 2008 classes
Intelligent Third-Person Control of 3D Avatar Motion
SG '07 Proceedings of the 8th international symposium on Smart Graphics
A robust inverse kinematics algorithm for animating a joint chain
International Journal of Computer Applications in Technology
Pen-to-mime: Pen-based interactive control of a human figure
Computers and Graphics
Automatic generation of computeranimation: using AI for movie animation
Automatic generation of computeranimation: using AI for movie animation
Modeling style and variation in human motion
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Realtime control for motion creation of 3d avatars
PCM'05 Proceedings of the 6th Pacific-Rim conference on Advances in Multimedia Information Processing - Volume Part I
Walk this way: a lightweight, data-driven walking synthesis algorithm
MIG'11 Proceedings of the 4th international conference on Motion in Games
Research and implement of virtual human's walking model in maintenance simulation
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
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
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
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This paper presents a hybrid approach to the animation of human locomotion which combines goal-directed and dynamic motion control. Knowledge about a locomotion cycle is incorporated into a hierarchical control process. The desired locomotion is conveniently specified at the top level as a task (e.g. walk at speed v), which is then decomposed by application of the concepts of step symmetry and state-phase-timings. As a result of this decomposition, the forces and torques that drive the dynamic model of the legs are determined by numerical approximation techniques. Rather than relying on a general dynamic model, the equations of motion of the legs are tailored to locomotion and analytically constrained to allow for only a specific range of movements. The dynamics of the legs produce a generic, natural locomotion pattern which is visually upgraded by some kinematic "cosmetics" derived from such principles as virtual leg and determinants of gait. A system has been implemented based on these principles and has shown that when a few parameters, such as velocity, step length and step frequency are specified, a wide variety of human walks can be generated in almost real-time.