Goal-directed, dynamic animation of human walking
SIGGRAPH '89 Proceedings of the 16th 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
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Knowledge-driven, interactive animation of human running
GI '96 Proceedings of the conference on Graphics interface '96
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
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Numerical Recipes in C: The Art of Scientific Computing
Numerical Recipes in C: The Art of Scientific Computing
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
General Construction of Time-Domain Filters for Orientation Data
IEEE Transactions on Visualization and Computer Graphics
Motion Abstraction and Mapping with Spatial Constraints
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Spacetime Sweeping: An Interactive Dynamic Constraints Solver
CA '02 Proceedings of the Computer Animation
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Animating Human Locomotion with Inverse Dynamics
IEEE Computer Graphics and Applications
Interactive motion deformation with prioritized constraints
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
Adaptation of performed ballistic motion
ACM Transactions on Graphics (TOG)
Trajectory synthesis by hierarchical spatio-temporal correspondence: comparison of different methods
APGV '05 Proceedings of the 2nd symposium on Applied perception in graphics and visualization
Interactive motion deformation with prioritized constraints
Graphical Models - Special issue on SCA 2004
Momentum-based parameterization of dynamic character motion
Graphical Models - Special issue on SCA 2004
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Multiobjective control with frictional contacts
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Generalizing motion edits with Gaussian processes
ACM Transactions on Graphics (TOG)
Adaptive Body, Motion and Cloth
Motion in Games
From Motion Capture to Real-Time Character Animation
Motion in Games
Simple Steps for Simply Stepping
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Physics-Based Person Tracking Using the Anthropomorphic Walker
International Journal of Computer Vision
A reactive and protective character motion generation algorithm
International Journal of Computer Applications in Technology
Evaluating the physical realism of character animations using musculoskeletal models
MIG'10 Proceedings of the Third international conference on Motion in games
Perception based real-time dynamic adaptation of human motions
MIG'10 Proceedings of the Third international conference on Motion in games
Responsive action generation by physically-based motion retrieval and adaptation
MIG'10 Proceedings of the Third international conference on Motion in games
Biomechanically-inspired motion path editing
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Spacetime vertex constraints for dynamically-based adaptation of motion-captured animation
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Dynamic control of captured motions to verify new constraints
GW'05 Proceedings of the 6th international conference on Gesture in Human-Computer Interaction and Simulation
Learning how to dance using a web 3D platform
ICWL'07 Proceedings of the 6th international conference on Advances in web based learning
Automating expressive locomotion generation
Transactions on Edutainment VII
Evaluating the plausibility of edited throwing animations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Evaluating the plausibility of edited throwing animations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Relationship descriptors for interactive motion adaptation
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Many popular motion editing methods do not take physical principles into account potentially implausible motions. This paper introduces an efficient method for touching up edited motions to improve physical plausibility. We start by estimating a mass distribution consistent with reference motions known to be physically correct. The edited motion is then divided into ground and flight stages and adjusted to enforce appropriate physical laws for, respectively, zero moment point (ZMP) constraints and correct ballistic trajectory. Unlike previous methods, we do not solve a nonlinear optimization to calculate the adjustment. Instead, closed-form methods are used to construct a hierarchical displacement map which sequentially refines user-specified degrees of freedom at different scales. THis is combined with standard methods for kinematic constraint enforcement, yielding an efficient and scalable editing method that allows users to model real human behaviors. The potential of our approach is demonstrated in a number of examples.