Advanced animation and rendering techniques
Advanced animation and rendering techniques
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ACM Transactions on Graphics (TOG)
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Adapting simulated behaviors for new characters
Proceedings of the 24th 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
Real-time inverse kinematics techniques for anthropomorphic limbs
Graphical Models and Image Processing
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IEEE Computer Graphics and Applications
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GRIN'01 No description on Graphics interface 2001
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CA '97 Proceedings of the Computer Animation
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SCCG '03 Proceedings of the 19th spring conference on Computer graphics
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ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
A reusable model for emotional biped walk-cycle animation with implicit retargeting
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
Towards bi-directional dancing interaction
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Data-driven glove calibration for hand motion capture
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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In this article we present a technique that enhances an inverse kinematics (IK) solver such that when the results are applied to a computer character, we can generate a level of individualization tailored to both the character and the environment, e.g., a walking motion can become "stiffer" or can be turned into a limping motion. Since the technique is based on an IK solver, we also have the desirable effect of solving retargetting issues when mapping motion data between characters. As the individualization aspect of our technique is very tightly coupled with the inverse kinematics solver, we can achieve both the individualization and retargetting of characters in real time.