Real-time animation of ancient Roman sites
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Personality and Emotion-Based High-Level Control of Affective Story Characters
IEEE Transactions on Visualization and Computer Graphics
Informed Use of Motion Synthesis Methods
Motion in Games
Opening Doors in Motion Analysis Research
Motion in Games
On the Parametrization of Clapping
Gesture-Based Human-Computer Interaction and Simulation
Evaluating distance metrics for animation blending
Proceedings of the 4th International Conference on Foundations of Digital Games
Augmenting Gesture Animation with Motion Capture Data to Provide Full-Body Engagement
IVA '09 Proceedings of the 9th International Conference on Intelligent Virtual Agents
Challenges for virtual humans in human computing
ICMI'06/IJCAI'07 Proceedings of the ICMI 2006 and IJCAI 2007 international conference on Artifical intelligence for human computing
Fast local and global similarity searches in large motion capture databases
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Hybrid motion graph for character motion synthesis
Journal of Visual Languages and Computing
Intelligent virtual humans with autonomy and personality: State-of-the-art
Intelligent Decision Technologies
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In this paper, we propose a novel animation approach based on Principal Component Analysis that allows generating two layers of subtle motions: small posture variations and personalised change of balance. Such a motion generator is needed in many cases when one attempts to create an animation sequence out of a set of existing clips. In nature there exists no motionless character, while in computer animation we often encounter cases where no planned actions, such as waiting for another actor finishing his/her part, is implemented as a stop/frozen animation. We identify many situations where a flexible idle motion generator can help: from synchronisation of speech/body animation duration, to dynamic creation of stand still variations in between two active plays. Our approach overcomes the limitations of using a small set of existing clips as a basis for synthesizing idle motions, such as unnatural repetition of movements and difficulties to insert idle motions into an animation without breaking its continuity. A realistic animation is obtained by blending small posture variations with personalised balance shifting animations.