SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Linear-time dynamics using Lagrange multipliers
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th 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
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion Perturbation Based on Simple Neuromotor Control Models
Motion Perturbation Based on Simple Neuromotor Control Models
Physically based grasping control from example
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interaction capture and synthesis
ACM SIGGRAPH 2006 Papers
Heads up!: biomechanical modeling and neuromuscular control of the neck
ACM SIGGRAPH 2006 Papers
Interactive animation of dynamic manipulation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
On the beat!: timing and tension for dynamic characters
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Multiobjective control with frictional contacts
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive dynamic response for games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Interactive simulation of stylized human locomotion
ACM SIGGRAPH 2008 papers
Musculotendon simulation for hand animation
ACM SIGGRAPH 2008 papers
Animating responsive characters with dynamic constraints in near-unactuated coordinates
ACM SIGGRAPH Asia 2008 papers
Real-time control of physically based simulations using gentle forces
ACM SIGGRAPH Asia 2008 papers
Simple Feedforward Control for Responsive Motion Capture-Driven Simulations
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
ACM SIGGRAPH 2009 papers
Optimal feedback control for character animation using an abstract model
ACM SIGGRAPH 2010 papers
Sampling-based contact-rich motion control
ACM SIGGRAPH 2010 papers
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Modal-space control for articulated characters
ACM Transactions on Graphics (TOG)
Natural user interface for physics-based character animation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Inverse kinodynamics: editing and constraining kinematic approximations of dynamic motion
Proceedings of Graphics Interface 2012
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Misconceptions of PD control in animation
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Misconceptions of PD control in animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Motion capture is widely used for character animation. One of the major challenges of this technique is how to modify the captured motion in plausible ways. Previous work has focused on transformations based on kinematics and dynamics, but has not explicitly taken into account the emerging knowledge of how humans control their movement. In this paper, we show how this can be done using a simple human neuromuscular control model. Our modelof muscle forces includes a feedforward term, and low-gain passive feedback. The feedforward component is calculated from motion capture data using inverse dynamics. The feedback component generates reaction forces to unexpected external disturbances. The perturbed animation is then resynthesized using forward dynamics. This allows us to createanimation where the character reacts to unexpected external forces in a natural way (e.g.,when the character is hit by a flying object), and still retain the quality of the capturedmotions. This technique is useful for applications such as interactive sports video games.