Automated learning of muscle-actuated locomotion through control abstraction
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
Adapting simulated behaviors for new characters
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Physically based motion transformation
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
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
Dynamically Simulated Characters in Virtual Environments
IEEE Computer Graphics and Applications
Realistic synthesis of novel human movements from a database of motion capture examples
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Realistic modeling of bird flight animations
ACM SIGGRAPH 2003 Papers
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Knowing when to put your foot down
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Motion patches: building blocks for virtual environments annotated with motion data
ACM SIGGRAPH 2006 Papers
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
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
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
Simulating biped behaviors from human motion data
ACM SIGGRAPH 2007 papers
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
Synthesis and evaluation of linear motion transitions
ACM Transactions on Graphics (TOG)
Animating responsive characters with dynamic constraints in near-unactuated coordinates
ACM SIGGRAPH Asia 2008 papers
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
From Motion Capture to Real-Time Character Animation
Motion in Games
Two-Character Motion Control: Challenge and Promise
Motion in Games
ACM SIGGRAPH 2009 papers
Interactive synthesis of human-object interaction
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A reactive and protective character motion generation algorithm
International Journal of Computer Applications in Technology
Motion fields for interactive character locomotion
ACM SIGGRAPH Asia 2010 papers
Real-time motion transition by example
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Goal-directed stepping with momentum control
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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
Adding physical like reaction effects to skeleton-based animations using controllable pendulums
Transactions on edutainment VI
Generating avoidance motion using motion graph
MIG'11 Proceedings of the 4th international conference on Motion in Games
Push it real: perceiving causality in virtual interactions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Adaptive dynamics with hybrid response
SIGGRAPH Asia 2012 Technical Briefs
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
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
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We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. When a character is pushed, we synthesize new motions by picking a motion from the recorded collection and modifying it so that the character responds to the push from the desired direction and location on its body. Determining the deformation parameters that realistically modify a recorded response motion is difficult. Choosing the response motion that will look best when modified is also non-trivial, especially in real-time. To estimate the envelope of deformation parameters that yield visually plausible modifications of a given motion, and to find the best motion to modify, we introduce an oracle. The oracle is trained using a set of synthesized response motions that are identified by a user as good and bad. Once trained, the oracle can, in real-time, estimate the visual quality of all motions in the collection and required deformation parameters to serve a desired push.Our method performs better than a baseline algorithm of picking the closest response motion in configuration space, because our method can find visually plausible transitions that do not necessarily correspond to similar motions in terms of configuration. Our method can also start with a limited set of recorded motions and modify them so that they can be used to serve different pushes on the upper body.