Motion Modeling: Can We Get Rid of Motion Capture?
Motion in Games
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Motion Pattern Encapsulation for Data-Driven Constraint-Based Motion Editing
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
A group of novel approaches and a toolkit for motion capture data reusing
Multimedia Tools and Applications
Motion rings for interactive gait synthesis
I3D '11 Symposium on Interactive 3D Graphics and Games
Physically-based character control in low dimensional space
MIG'10 Proceedings of the Third international conference on Motion in games
Motion reconstruction using sparse accelerometer data
ACM Transactions on Graphics (TOG)
Spline motion transitions in linear subspaces
SIGGRAPH Asia 2011 Sketches
Continuous character control with low-dimensional embeddings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Spatio-temporal LTSA and its application to motion decomposition
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part V
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Human motion is difficult to create and manipulate because of the high dimensionality and spatiotemporal nature of human motion data. Recently, the use of large collections of captured motion data has added increased realism in character animation. In order to make the synthesis and analysis of motion data tractable, we present a low-dimensional motion space in which high-dimensional human motion can be effectively visualized, synthesized, edited, parameterized, and interpolated in both spatial and temporal domains. Our system allows users to create and edit the motion of animated characters in several ways: The user can sketch and edit a curve on low-dimensional motion space, directly manipulate the character's pose in three-dimensional object space, or specify key poses to create in-between motions. Copyright © 2006 John Wiley & Sons, Ltd.