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
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th 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
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animating by Multi-Level Sampling
CA '00 Proceedings of the Computer Animation
A system for analyzing and indexing human-motion databases
Proceedings of the 2005 ACM SIGMOD international conference on Management of data
Indexing large human-motion databases
VLDB '04 Proceedings of the Thirtieth international conference on Very large data bases - Volume 30
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
3D motion retrieval based on double index and user interaction
International Journal of Information and Communication Technology
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Animators today have started using motion captured (mocap) sequences to drive characters. Mocap allows rapid acquisition of highly realistic animation data. Consequently animators have at their disposal an enormous amount of mocap sequences which ironically has created a new retrieval problem. Thus, while working with mocap databases, an animator often needs to work with a subset of ``useful'' clips. Once the animator selects a candidate working set of motion clips, she then needs to identify appropriate transition points amongst these clips for maximal reuse.In this paper, we describe methods for querying mocap databases and identifying transitions for a given set of clips. We preprocess clips (and clip subsequences), and precompute frame locations to allow interactive stitching. In contrast with existing methods that view each individual clips as nodes, for optimal reuse, we reduce the granularity.