Goal-directed, dynamic animation of human walking
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Spacetime constraints revisited
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '94 Proceedings of the 21st 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
Automated learning of muscle-actuated locomotion through control abstraction
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
Locally Weighted Learning for Control
Artificial Intelligence Review - Special issue on lazy learning
A real time anatomical converter for human motion capture
Proceedings of the Eurographics workshop on Computer animation and simulation '96
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Swamped! using plush toys to direct autonomous animated characters
ACM SIGGRAPH 98 Conference abstracts and applications
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Learning variable-length Markov models of behavior
Computer Vision and Image Understanding - Modeling people toward vision-based underatanding of a person's shape, appearance, and movement
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controlled animation of video sprites
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
Integrated learning for interactive synthetic characters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion texture: a two-level statistical model for character motion synthesis
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
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Design of a Virtual Human Presenter
IEEE Computer Graphics and Applications
Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
Implicit Probabilistic Models of Human Motion for Synthesis and Tracking
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
Realistic synthesis of novel human movements from a database of motion capture examples
HUMO '00 Proceedings of the Workshop on Human Motion (HUMO'00)
Animating by Multi-Level Sampling
CA '00 Proceedings of the Computer Animation
ACM SIGGRAPH 2003 Papers
All-frequency shadows using non-linear wavelet lighting approximation
ACM SIGGRAPH 2003 Papers
Clustered principal components for precomputed radiance transfer
ACM SIGGRAPH 2003 Papers
Rhythmic-motion synthesis based on motion-beat analysis
ACM SIGGRAPH 2003 Papers
Motion synthesis from annotations
ACM SIGGRAPH 2003 Papers
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Mapping Algorithms for Real-Time Control of an Avatar Using Eight Sensors
Presence: Teleoperators and Virtual Environments
Reinforcement learning: a survey
Journal of Artificial Intelligence Research
Active learning for real-time motion controllers
ACM SIGGRAPH 2007 papers
Responsive characters from motion fragments
ACM SIGGRAPH 2007 papers
A cognitive map-driven avatar design recommendation DSS and its empirical validity
Decision Support Systems
Networked Virtual Marionette Theater
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Real-time planning for parameterized human motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
High-speed planning and reducing memory usage of a precomputed search tree using pruning
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Optimizing walking controllers for uncertain inputs and environments
ACM SIGGRAPH 2010 papers
Learning behavior styles with inverse reinforcement learning
ACM SIGGRAPH 2010 papers
Character animation in two-player adversarial games
ACM Transactions on Graphics (TOG)
Continuous character control with low-dimensional embeddings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Planning interactive task for intelligent characters
Computer Animation and Virtual Worlds
Reconstructing whole-body motions with wrist trajectories
Graphical Models
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Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method of precomputing avatar behavior from unlabeled motion data in order to animate and control avatars at minimal runtime cost. Based on dynamic programming, our method finds a control policy that indicates how the avatar should act in any given situation. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.