Techniques for interactive manipulation of articulated bodies using dynamic analysis
Proceedings on Graphics interface '88
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A planning algorithm for dynamic motions
Proceedings of the Eurographics workshop on Computer animation and simulation '96
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive manipulation of rigid body simulations
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th 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
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Layered dynamic control for interactive character swimming
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
A flexible representation of controllers for physically-based animation of virtual humans
Proceedings of the 2007 ACM symposium on Applied computing
Flipping with physics: motion editing for acrobatics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
Performance-based control interface for character animation
ACM SIGGRAPH 2009 papers
A real-time performance system for virtual theater
Proceedings of the 2010 ACM workshop on Surreal media and virtual cloning
Interaction with a virtual character through performance based animation
SG'10 Proceedings of the 10th international conference on Smart graphics
Pose control in dynamic conditions
MIG'10 Proceedings of the Third international conference on Motion in games
Dragimation: direct manipulation keyframe timing for performance-based animation
Proceedings of Graphics Interface 2012
Terrain runner: control, parameterization, composition, and planning for highly dynamic motions
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Falling and landing motion control for character animation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
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We present two user interfaces for the interactive control of dynamically-simulated characters. The first interface uses an 'action palette' and targets sports prototyping applications. When used online, the user selects from a palette of actions (e.g., stand, pike, extend) during an ongoing simulation. Actions are defined in terms of a set of target joint angles for PD controllers or as feedback-based balance controllers. When used offline, the timing of the key motion events can be adjusted manually or optimized automatically to produce desired outcomes. We demonstrate the action palette interface with simulations of platform diving, freestyle aerial ski jumps, and half-pipe snowboarding. The second interface explores the feasibility of using a game-pad to control a 13-link rigid body simulation of snowboarding for game applications. Unlike traditional video game play, the stunts accessible through our interface need not be preconceived by the game author and can emerge as the product of the physics, the terrain, and the player skill. We describe the control mapping and provide a mechanism to simplify balance control. We demonstrate the system using numerous snowboarding stunts.