A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Motion Processing Using Variable Harmonic Components
CA '00 Proceedings of the Computer Animation
Rhythmic-motion synthesis based on motion-beat analysis
ACM SIGGRAPH 2003 Papers
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Motion sketching for control of rigid-body simulations
ACM Transactions on Graphics (TOG)
PCA-Based Walking Engine Using Motion Capture Data
CGI '04 Proceedings of the Computer Graphics International
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Performance timing for keyframe animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Adaptation of performed ballistic motion
ACM Transactions on Graphics (TOG)
User interfaces for interactive control of physics-based 3D characters
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Coordinating Multiple Robots with Kinodynamic Constraints Along Specified Paths
International Journal of Robotics Research
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
Flipping with physics: motion editing for acrobatics
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Guided time warping for motion editing
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Segmented gesture recognition for controlling character animation
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Pose-timeline for propagating motion edits
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
PCM'10 Proceedings of the Advances in multimedia information processing, and 11th Pacific Rim conference on Multimedia: Part II
Editing dynamic human motions via momentum and force
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Spacetime vertex constraints for dynamically-based adaptation of motion-captured animation
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Virtual interaction between human and fabric
HI'11 Proceedings of the 2011 international conference on Human interface and the management of information - Volume Part I
Dragimation: direct manipulation keyframe timing for performance-based animation
Proceedings of Graphics Interface 2012
A real-time system for motion retrieval and interpretation
Pattern Recognition Letters
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By changing only the playback timing of a motion sequence, an animator can achieve a variety of effects that alter our perception of an event. In some scenarios, it may be important to consider physical properties of the motion when retiming (e.g., to preserve physical plausibility). However, existing retiming solutions can be quite time consuming when physical parameters are considered. This paper presents an interactive method for creating optimal motion retimings that takes into account physically based constraints and objective functions. We achieve fast performance through a precomputation phase where constraints are projected into the two-dimensional space of velocities and accelerations along the input motion path. Unlike previous approaches, our precomputation technique allows for rapid computation of plausible contact forces that result from retiming, and it also accommodates changing physical parameters. We demonstrate our approach by creating physically plausible results for changes in motion duration, manipulations of the gravity vector, and modifications of character limb masses.