Interactive behaviors for bipedal articulated figures
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Numerical recipes in C (2nd ed.): the art of scientific computing
Numerical recipes in C (2nd ed.): the art of scientific computing
Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Computational modeling for the computer animation of legged figures
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
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
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Complex Character Positioning Based on a Compatible Flow Model of Multiple Supports
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
A Model of Nonverbal Communication and Interpersonal Relationship Between Virtual Actors
CA '96 Proceedings of the Computer Animation
Simulation of leaping, tumbling, landing, and balancing humans
Simulation of leaping, tumbling, landing, and balancing humans
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
The Visual Computer: International Journal of Computer Graphics - Special section on implicit surfaces
Natural motion animation through constraining and deconstraining at will
IEEE Transactions on Visualization and Computer Graphics
AER: aesthetic exploration and refinement for expressive character animation
Proceedings of the 2005 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)
Automatic Torso Engagement for Gesturing Characters
IVA '08 Proceedings of the 8th international conference on Intelligent Virtual Agents
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
Expressive gesture model for humanoid robot
ACII'11 Proceedings of the 4th international conference on Affective computing and intelligent interaction - Volume Part II
Synthesizing mood-affected signed messages: Modifications to the parametric synthesis
International Journal of Human-Computer Studies
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
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The postures a character adopts over time are a key expressive aspect of its movement. While IK tools help a character achieve positioning constraints, there are few tools that help an animator with the expressive aspects of a character's poses. Three aspects are required in good pose design: achieving a set of world space constraints, finding a body shape that reflects the character's inner state and personality, and making adjustments to balance that act to strengthen the pose and also maintain realism. This is routinely done in the performing arts, but is uncommon in computer graphics. Our system combines all three components within a single body shape solver. The system combines feedback based balance control with a hybrid IK system that utilizes optimization based and analytic IK components. The IK system has been carefully designed to allow direct control over various aesthetically important aspects of body shape, such as the type of curve in the spine and the relationship between the collar bones. The system allows for both low-level control and for higher level shape sets to be defined and used. Shape sets allow an animator to use a single scalar to vary a character's pose within a specified shape class, providing an intuitive parameterization of a posture. Changing a shape set allows an animator to quickly experiment with different posture options for a movement sequence, supporting rapid exploration of the aesthetic space.