Goal-directed, dynamic animation of human walking
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Spacetime constraints revisited
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
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
Automated learning of muscle-actuated locomotion through control abstraction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Locally Weighted Learning for Control
Artificial Intelligence Review - Special issue on lazy learning
A real time anatomical converter for human motion capture
Proceedings of the Eurographics workshop on Computer animation and simulation '96
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Swamped! using plush toys to direct autonomous animated characters
ACM SIGGRAPH 98 Conference abstracts and applications
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Learning variable-length Markov models of behavior
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controlled animation of video sprites
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
Integrated learning for interactive synthetic characters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
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
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Design of a Virtual Human Presenter
IEEE Computer Graphics and Applications
Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
Implicit Probabilistic Models of Human Motion for Synthesis and Tracking
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
Realistic synthesis of novel human movements from a database of motion capture examples
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
Animating by Multi-Level Sampling
CA '00 Proceedings of the Computer Animation
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Rhythmic-motion synthesis based on motion-beat analysis
ACM SIGGRAPH 2003 Papers
Motion synthesis from annotations
ACM SIGGRAPH 2003 Papers
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Mapping Algorithms for Real-Time Control of an Avatar Using Eight Sensors
Presence: Teleoperators and Virtual Environments
Reinforcement learning: a survey
Journal of Artificial Intelligence Research
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controllable real-time locomotion using mobility maps
GI '05 Proceedings of Graphics Interface 2005
Motion patches: building blocks for virtual environments annotated with motion data
ACM SIGGRAPH 2006 Papers
Human-scale haptic interaction with a reactive virtual human in a real-time physics simulator
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Human scale haptic interaction with a reactive virtual human in a realtime physics simulator
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Fat graphs: constructing an interactive character with continuous controls
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Precomputed search trees: planning for interactive goal-driven animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Simulating competitive interactions using singly captured motions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Simulating interactions of avatars in high dimensional state space
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Mkm: A global framework for animating humans in virtual reality applications
Presence: Teleoperators and Virtual Environments
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Simulating Interactions of Characters
Motion in Games
Sensing, Acquisition, and Interactive Playback of Data-based Models for Elastic Deformable Objects
International Journal of Robotics Research
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Achieving good connectivity in motion graphs
Graphical Models
Automatic construction of a minimum size motion graph
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM SIGGRAPH Asia 2009 papers
Robust task-based control policies for physics-based characters
ACM SIGGRAPH Asia 2009 papers
Real-time planning for parameterized human motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Achieving good connectivity in motion graphs
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Puppet Master: designing reactive character behavior by demonstration
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-Time Character Control for Wrestling Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Natural Pose Generation from a Reduced Dimension Motion Capture Data Space
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Action prediction of opponents in MMORPG using data stream mining approach with heuristic motions
ISTASC'10 Proceedings of the 10th WSEAS international conference on Systems theory and scientific computation
Motion rings for interactive gait synthesis
I3D '11 Symposium on Interactive 3D Graphics and Games
Style by demonstration: teaching interactive movement style to robots
Proceedings of the 2012 ACM international conference on Intelligent User Interfaces
Energy-Based pose unfolding and interpolation for 3d articulated characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Generating avoidance motion using motion graph
MIG'11 Proceedings of the 4th international conference on Motion in Games
Real-Time interactive character animation by parallelization of genetic algorithms
MIG'11 Proceedings of the 4th international conference on Motion in Games
Haptic interaction system for co-evolution with reactive virtual human
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Precomputed motion maps for unstructured motion capture
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Learning motion controllers with adaptive depth perception
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Precomputed motion maps for unstructured motion capture
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Learning motion controllers with adaptive depth perception
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive partner control in close interactions for real-time applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Customizing by doing for responsive video game characters
International Journal of Human-Computer Studies
Design and evaluation techniques for authoring interactive and stylistic behaviors
ACM Transactions on Interactive Intelligent Systems (TiiS)
User-centered programming by demonstration: stylistic elements of behavior
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
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Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method of precomputing avatar behavior from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on dynamic programming, our method finds a control policy that indicates how the avatar should act in any given situation. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.