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Motion capture-driven simulations that hit and react
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Motion texture: a two-level statistical model for character motion synthesis
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Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
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Interactive control of avatars animated with human motion data
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Mapping optical motion capture data to skeletal motion using a physical model
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Perceptual metrics for character animation: sensitivity to errors in ballistic motion
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Building behaviors with examples
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PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
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SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animating reactive motions for biped locomotion
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Motion-capture-based avatar control framework in third-person view virtual environments
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
World space servoing for character animation under simulation
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Dynamo: dynamic, data-driven character control with adjustable balance
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Enabling real-time physics simulation in future interactive entertainment
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Motion templates for automatic classification and retrieval of motion capture data
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Composition of complex optimal multi-character motions
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Flipping with physics: motion editing for acrobatics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
On the beat!: timing and tension for dynamic characters
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Multiobjective control with frictional contacts
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive dynamic response for games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
Active learning for real-time motion controllers
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SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Simulating biped behaviors from human motion data
ACM SIGGRAPH 2007 papers
Mesh Ensemble Motion Graphs: Data-driven mesh animation with constraints
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Evaluating motion graphs for character animation
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Simulating competitive interactions using singly captured motions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
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Proceedings of the 2007 ACM symposium on Virtual reality software and technology
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Psychologically Inspired Anticipation and Dynamic Response for Impacts to the Head and Upper Body
IEEE Transactions on Visualization and Computer Graphics
Synthesis and evaluation of linear motion transitions
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Musculotendon simulation for hand animation
ACM SIGGRAPH 2008 papers
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ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
ACM SIGGRAPH 2009 papers
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Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Robust task-based control policies for physics-based characters
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Indexing and retrieval of human motion data by a hierarchical tree
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MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
View-dependent hierarchical foliage simplification
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LoD-based locomotion engine for game characters
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Optimal feedback control for character animation using an abstract model
ACM SIGGRAPH 2010 papers
Sampling-based contact-rich motion control
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Dynamic balance control following disturbance of virtual humans
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part I
Color 3D digital human modeling and its applications to animation and anthropometry
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
A script engine for realistic human motion generation
International Journal of Computer Applications in Technology
A reactive and protective character motion generation algorithm
International Journal of Computer Applications in Technology
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ISTASC'10 Proceedings of the 10th WSEAS international conference on Systems theory and scientific computation
Motion fields for interactive character locomotion
ACM SIGGRAPH Asia 2010 papers
PCM'10 Proceedings of the Advances in multimedia information processing, and 11th Pacific Rim conference on Multimedia: Part II
Performance capture with physical interaction
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Perception based real-time dynamic adaptation of human motions
MIG'10 Proceedings of the Third international conference on Motion in games
Responsive action generation by physically-based motion retrieval and adaptation
MIG'10 Proceedings of the Third international conference on Motion in games
Learning human action sequence style from video for transfer to 3D game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Adding physical like reaction effects to skeleton-based animations using controllable pendulums
Transactions on edutainment VI
PHI: physics application programming interface
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Simulating reactive motions for motion capture animation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Anticipation effect generation for character animation
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Visual perception modeling for intelligent avatars
ICAT'06 Proceedings of the 16th international conference on Advances in Artificial Reality and Tele-Existence
An example-based motion synthesis technique for locomotion and object manipulation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Natural user interface for physics-based character animation
MIG'11 Proceedings of the 4th international conference on Motion in Games
Dynamic balancing and walking for real-time 3d characters
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Reactive virtual creatures for dexterous physical interactions
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Inverse kinodynamics: editing and constraining kinematic approximations of dynamic motion
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Adaptive dynamics with hybrid response
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Physically plausible simulation for character animation
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Physically plausible simulation for character animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Velocity-based modeling of physical interactions in multi-agent simulations
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM Transactions on Graphics (TOG)
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
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Human motion capture embeds rich detail and style which is difficult to generate with competing animation synthesis technologies. However, such recorded data requires principled means for creating responses in unpredicted situations, for example reactions immediately following impact. This paper introduces a novel technique for incorporating unexpected impacts into a motion capture-driven animation system through the combination of a physical simulation which responds to contact forces and a specialized search routine which determines the best plausible re-entry into motion library playback following the impact. Using an actuated dynamic model, our system generates a physics-based response while connecting motion capture segments. Our method allows characters to respond to unexpected changes in the environment based on the specific dynamic effects of a given contact while also taking advantage of the realistic movement made available through motion capture. We show the results of our system under various conditions and with varying responses using martial arts motion capture as a testbed.