Synchronization for dynamic blending of motions
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Mkm: A global framework for animating humans in virtual reality applications
Presence: Teleoperators and Virtual Environments
Towards Embodied and Situated Virtual Humans
Motion in Games
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
Human motion interpolation using space-time registration
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
ADAPT: the agent development and prototyping testbed
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Using methods-time measurement to connect digital humans and motion databases
DHM'13 Proceedings of the 4th international conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics, and Risk Management: human body modeling and ergonomics - Volume Part II
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Using motion capture systems to animate human-likefigures still remains difficult when the movementsare complex or need to be adapted to geometricconstraints. We propose a new method to blendseveral captured movements while adapting thetrajectories to new skeletons and to unknownenvironments. For each body part (considered asresources), a priority is defined for each movement(considered as consumers). The trajectories appliedto the skeleton consist of a weighted sum of themotions trajectories. A new technique to compute theweights is proposed. Finally, the system adapts theresulting trajectories to the synthetic skeleton and tothe environment. The results enabled to animate upto one hundred actors in interactive environments.