A high-level control mechanism for human locomotion based on parametric frame space interpolation
Proceedings of the Eurographics workshop on Computer animation and simulation '96
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Flexible automatic motion blending with registration curves
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Perceptual metrics for character animation: sensitivity to errors in ballistic motion
ACM SIGGRAPH 2003 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computing the duration of motion transitions: an empirical approach
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Compression of motion capture databases
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
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
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Flipping with physics: motion editing for acrobatics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Synthesis and evaluation of linear motion transitions
ACM Transactions on Graphics (TOG)
Evaluating distance metrics for animation blending
Proceedings of the 4th International Conference on Foundations of Digital Games
Achieving good connectivity in motion graphs
Graphical Models
Real-time planning for parameterized human motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Achieving good connectivity in motion graphs
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Motion rings for interactive gait synthesis
I3D '11 Symposium on Interactive 3D Graphics and Games
Evaluating the physical realism of character animations using musculoskeletal models
MIG'10 Proceedings of the Third international conference on Motion in games
Smooth conditional transition paths in dynamical gaussian networks
KI'11 Proceedings of the 34th Annual German conference on Advances in artificial intelligence
Rhythmic motion synthesis using motion thread networks
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
The effect of posture and dynamics on the perception of emotion
Proceedings of the ACM Symposium on Applied Perception
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Two human motions can be linearly interpolated to produce a new motion, giving the animator control over the length of a jump, the speed of walking, or the height of a kick. Over the past ten years, this simple technique has been shown to produce surprisingly natural looking results. In this paper we analyze the motions produced by this technique for physical correctness and suggest small modifications to the standard interpolation technique that in some circumstances will produce significantly more natural looking motion.