Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
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
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
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Spacetime Sweeping: An Interactive Dynamic Constraints Solver
CA '02 Proceedings of the Computer Animation
Physical Touch-Up of Human Motions
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Adaptation of performed ballistic motion
ACM Transactions on Graphics (TOG)
Adaptation of performed ballistic motion
ACM Transactions on Graphics (TOG)
Geostatistical motion interpolation
ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Validating retargeted and interpolated locomotions by dynamics-based analysis
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Interactive dynamic response for games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
Constraint-based motion optimization using a statistical dynamic model
ACM SIGGRAPH 2007 papers
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
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
Psychologically Inspired Anticipation and Dynamic Response for Impacts to the Head and Upper Body
IEEE Transactions on Visualization and Computer Graphics
Continuation methods for adapting simulated skills
ACM SIGGRAPH 2008 papers
Adaptive Body, Motion and Cloth
Motion in Games
From Motion Capture to Real-Time Character Animation
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
Optimal feedback control for character animation using an abstract model
ACM SIGGRAPH 2010 papers
Motion parameterization with inverse blending
MIG'10 Proceedings of the Third international conference on Motion in games
Human motion modeling and simulation
ROCOM'06 Proceedings of the 6th WSEAS international conference on Robotics, control and manufacturing technology
Human motion reconstruction from force sensors
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Reactive virtual creatures for dexterous physical interactions
MIG'11 Proceedings of the 4th international conference on Motion in Games
Control of rotational dynamics for ground behaviors
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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This paper presents a system for rapid editing of highly dynamic motion capture data. At the heart of this system is an optimization algorithm that can transform the captured motion so that it satisfies high-level user constraints while enforcing that the linear and angular momentum of the motion remain physically plausible. Unlike most previous approaches to motion editing, our algorithm does not require pose specification or model reduction, and the user only need specify high-level changes to the input motion. To preserve the dynamic behavior of the input motion, we introduce a spline-based parameterization that matches the linear and angular momentum patterns of the motion capture data. Because our algorithm enables rapid convergence by presenting a good initial state of the optimization, the user can efficiently generate a large number of realistic motions from a single input motion. The algorithm can then populate the dynamic space of motions by simple interpolation, effectively parameterizing the space of realistic motions. We show how this framework can be used to produce an effective interface for rapid creation of dynamic animations, as well as to drive the dynamic motion of a character in real-time.