Principles of traditional animation applied to 3D computer animation
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Multi-level direction of autonomous creatures for real-time virtual environments
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
Fourier principles for emotion-based human figure animation
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
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
GI '96 Proceedings of the conference on Graphics interface '96
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
The EMOTE model for effort and shape
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
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Modeling tension and relaxation for computer animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Computer animation with scripts and actors
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Aesthetic edits for character animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Simulation of leaping, tumbling, landing, and balancing humans
Simulation of leaping, tumbling, landing, and balancing humans
Methods for exploring expressive stance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Methods for exploring expressive stance
Graphical Models - Special issue on SCA 2004
Walk to here: a voice driven animation system
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Gesture modeling and animation based on a probabilistic re-creation of speaker style
ACM Transactions on Graphics (TOG)
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Dynamic Behavior Qualifiers for Conversational Agents
IVA '07 Proceedings of the 7th international conference on Intelligent Virtual Agents
Implementing Distinctive Behavior for Conversational Agents
Gesture-Based Human-Computer Interaction and Simulation
Real-time expressive gaze animation for virtual humans
Proceedings of The 8th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Interactive editing of motion style using drives and correlations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Motion modification method to control affective nuances for robots
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Evaluating the effect of gesture and language on personality perception in conversational agents
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
Don't scratch! self-adaptors reflect emotional stability
IVA'11 Proceedings of the 10th international conference on Intelligent virtual agents
Expressive body animation pipeline for virtual agent
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
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Our progress in the problem of making animated characters move expressively has been slow, and it persists in being among the most challenging in computer graphics. Simply attending to the low-level motion control problem, particularly for physically based models, is very difficult. Providing an animator with the tools to imbue character motion with broad expressive qualities is even more ambitious, but it is clear it is a goal to which we must aspire. Part of the problem is simply finding the right language in which to express qualities of motion. Another important issue is that expressive animation often involves many disparate parts of the body, which thwarts bottom-up controller synthesis. We demonstrate progress in this direction through the specification of directed, expressive animation over a limited range of standing movements. A key contribution is that through the use of high-level concepts such as character sketches, actions and properties, which impose different modalities of character behaviour, we are able to create many different animated interpretations of the same script. These tools support both rapid exploration of the aesthetic space and detailed refinement. Basic character actions and properties are distilled from an extensive search in the performing arts literature. We demonstrate how all high-level constructions for expressive animation can be given a precise semantics that translate into a low-level motion specification that is then simulated either physically or kinematically. Our language and system can act as a bridge across artistic and technical communities to resolve ambiguities regarding the language of motion. We demonstrate our results through an implementation and various examples.