Learning and relearning in Boltzmann machines
Parallel distributed processing: explorations in the microstructure of cognition, vol. 1
Animation of dynamic legged locomotion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Hierarchical spacetime control
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
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Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd 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
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th 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
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
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Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Modeling tension and relaxation for computer animation
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Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
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Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Training products of experts by minimizing contrastive divergence
Neural Computation
Computing the Physical Parameters of Rigid-Body Motion from Video
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Practical parameterization of rotations using the exponential map
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Human Motion Signatures: Analysis, Synthesis, Recognition
ICPR '02 Proceedings of the 16 th International Conference on Pattern Recognition (ICPR'02) Volume 3 - Volume 3
Estimating cloth simulation parameters from video
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion synthesis from annotations
ACM SIGGRAPH 2003 Papers
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
Style-based inverse kinematics
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Automated extraction and parameterization of motions in large data sets
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A physically-based motion retargeting filter
ACM Transactions on Graphics (TOG)
Interaction capture and synthesis
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GI '06 Proceedings of Graphics Interface 2006
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
A robust method for analyzing the physical correctness of motion capture data
Proceedings of the ACM symposium on Virtual reality software and technology
Dynamo: dynamic, data-driven character control with adjustable balance
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
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
Precomputed search trees: planning for interactive goal-driven animation
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
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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Constraint-based motion optimization using a statistical dynamic model
ACM SIGGRAPH 2007 papers
Simulating biped behaviors from human motion data
ACM SIGGRAPH 2007 papers
Efficient symbolic differentiation for graphics applications
ACM SIGGRAPH 2007 papers
Specifying label layout style by example
Proceedings of the 20th annual ACM symposium on User interface software and technology
Impulse-Based Control of Joints and Muscles
IEEE Transactions on Visualization and Computer Graphics
Psychologically Inspired Anticipation and Dynamic Response for Impacts to the Head and Upper Body
IEEE Transactions on Visualization and Computer Graphics
Interactive simulation of stylized human locomotion
ACM SIGGRAPH 2008 papers
A model of gaze for the purpose of emotional expression in virtual embodied agents
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Animating responsive characters with dynamic constraints in near-unactuated coordinates
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Synthesis of constrained walking skills
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Real-time control of physically based simulations using gentle forces
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Emotionally Expressive Head and Body Movement During Gaze Shifts
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Generalizing motion edits with Gaussian processes
ACM Transactions on Graphics (TOG)
Optimization-based interactive motion synthesis
ACM Transactions on Graphics (TOG)
Data-driven exploration of musical chord sequences
Proceedings of the 14th international conference on Intelligent user interfaces
Deformable object animation using reduced optimal control
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Dextrous manipulation from a grasping pose
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Optimal gait and form for animal locomotion
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Linear Bellman combination for control of character animation
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Unsupervised hierarchical modeling of locomotion styles
ICML '09 Proceedings of the 26th Annual International Conference on Machine Learning
Interactive editing of motion style using drives and correlations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Style learning and transferring for facial animation editing
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Optimizing walking controllers
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ACM SIGGRAPH Asia 2009 papers
Synthesis of interactive hand manipulation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Realistic human body movement for emotional expressiveness
ACM SIGGRAPH 2009 Courses
Evolved Controllers for Simulated Locomotion
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Physics-Based Person Tracking Using the Anthropomorphic Walker
International Journal of Computer Vision
Synthesis and editing of personalized stylistic human motion
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
From human to humanoid locomotion--an inverse optimal control approach
Autonomous Robots
VideoMocap: modeling physically realistic human motion from monocular video sequences
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Robust physics-based locomotion using low-dimensional planning
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Terrain-adaptive bipedal locomotion control
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Learning behavior styles with inverse reinforcement learning
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Space-time curve analogies for motion editing
GMP'08 Proceedings of the 5th international conference on Advances in geometric modeling and processing
A stylistic human motion editing system based on a subspace motion model
International Journal of Computer Applications in Technology
A script engine for realistic human motion generation
International Journal of Computer Applications in Technology
Perception based real-time dynamic adaptation of human motions
MIG'10 Proceedings of the Third international conference on Motion in games
Physically valid statistical models for human motion generation
ACM Transactions on Graphics (TOG)
Human motion modeling and simulation
ROCOM'06 Proceedings of the 6th WSEAS international conference on Robotics, control and manufacturing technology
Optimization for sag-free simulations
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Two Distributed-State Models For Generating High-Dimensional Time Series
The Journal of Machine Learning Research
A style controller for generating virtual human behaviors
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 3
Towards bi-directional dancing interaction
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
Learning the stylistic similarity between human motions
ISVC'06 Proceedings of the Second international conference on Advances in Visual Computing - Volume Part I
Modeling joint synergies to synthesize realistic movements
GW'09 Proceedings of the 8th international conference on Gesture in Embodied Communication and Human-Computer Interaction
Using natural vibrations to guide control for locomotion
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Dynamic balancing and walking for real-time 3d characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Optimizing locomotion controllers using biologically-based actuators and objectives
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Video-based 3D motion capture through biped control
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Discovery of complex behaviors through contact-invariant optimization
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
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Interactive human style deformation for cyclic motions
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Animating human lower limbs using contact-invariant optimization
ACM Transactions on Graphics (TOG)
Flexible muscle-based locomotion for bipedal creatures
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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This paper presents a novel physics-based representation of realistic character motion. The dynamical model incorporates several factors of locomotion derived from the biomechanical literature, including relative preferences for using some muscles more than others. elastic mechanisms at joints due to the mechanical properties of tendons, ligaments, and muscles, and variable stiffness at joints depending on the task. When used in a spacetime optimization framework, the parameters of this model define a wide range of styles of natural human movement.Due to the complexity of biological motion, these style parameters are too difficult to design by hand. To address this, we introduce Nonlinear Inverse Optimization, a novel algorithm for estimating optimization parameters from motion capture data. Our method can extract the physical parameters from a single short motion sequence. Once captured, this representation of style is extremely flexible: motions can be generated in the same style but performing different tasks, and styles may be edited to change the physical properties of the body.