SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Adapting simulated behaviors for new characters
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Motion synthesis from annotations
ACM SIGGRAPH 2003 Papers
Hybrid Control for Interactive Character Animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Learning physics-based motion style with nonlinear inverse optimization
ACM SIGGRAPH 2005 Papers
Style translation for human motion
ACM SIGGRAPH 2005 Papers
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animating reactive motions for biped locomotion
Proceedings of the ACM symposium on Virtual reality software and technology
Swordplay: Innovating Game Development through VR
IEEE Computer Graphics and Applications
Tracking human motion and actions for interactive robots
Proceedings of the ACM/IEEE international conference on Human-robot interaction
On the beat!: timing and tension for dynamic characters
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2007 ACM SIGGRAPH symposium on Video games
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Simple Feedforward Control for Responsive Motion Capture-Driven Simulations
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
LoD-based locomotion engine for game characters
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Human motion simulation and action corpus
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
An example-based motion synthesis technique for locomotion and object manipulation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Dynamic balancing and walking for real-time 3d characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Physically plausible simulation for character animation
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Physically plausible simulation for character animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Dynamo (DYNAmic MOtion capture) is an approach to controlling animated characters in a dynamic virtual world. Leveraging existing methods, characters are simultaneously physically simulated and driven to perform kinematic motion (from mocap or other sources). Continuous simulation allows characters to interact more realistically than methods that alternate between ragdoll simulation and pure motion capture.The novel contributions of Dynamo are world-space torques for increased stability and a weak root spring for plausible balance. Promoting joint target angles from the traditional parent-bone reference frame to the world-space reference frame allows a character to set and maintain poses robust to dynamic interactions. It also produces physically plausible transitions between motions without explicit blending. These properties are maintained over a wide range of servo gain constants, making Dynamo significantly easier to tune than parent-space control systems. The weak root spring tempers our world-space model to account for external constraints that should break balance. This root spring provides an adjustable parameter that allows characters to fall when significantly unbalanced or struck with extreme force.We demonstrate Dynamo through in-game simulations of characters walking, running, jumping, and fighting on uneven terrain while experiencing dynamic external forces. We show that an implementation using standard physics (ODE) and graphics (G3D/OpenGL) engines can drive game-like applications with hundreds of rigid bodies and tens of characters, using about 0.002s of CPU time per frame.