Articulated figure positioning by multiple constraints
IEEE Computer Graphics and Applications
Layered construction for deformable animated characters
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Making them move
Volumetric shape description of range data using “Blobby Model”
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Dressing animated synthetic actors with complex deformable clothes
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Simulating humans: computer graphics animation and control
Simulating humans: computer graphics animation and control
Presence: Teleoperators and Virtual Environments
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Fourier principles for emotion-based human figure animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Complex Models for Animating Synthetic Actors
IEEE Computer Graphics and Applications
Mission Visualization for Planning and Training
IEEE Computer Graphics and Applications
Exploiting Reality with Multicast Groups
IEEE Computer Graphics and Applications
An application of shared virtual reality to situational training
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Production and playback of human figure motion for 3D virtual environments
VRAIS '95 Proceedings of the Virtual Reality Annual International Symposium (VRAIS'95)
Closed Form and Geometric Algorithms for Real-Time Control of an Avatar
VRAIS '96 Proceedings of the 1996 Virtual Reality Annual International Symposium (VRAIS 96)
The control of avatar motion using hand gesture
VRST '98 Proceedings of the ACM symposium on Virtual reality software and technology
3D Animation of Telecollaborative Anthropomorphic Avatars
Communications of the ACM
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion Abstraction and Mapping with Spatial Constraints
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
A system for analyzing and indexing human-motion databases
Proceedings of the 2005 ACM SIGMOD international conference on Management of data
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Human motion estimation from a reduced marker set
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Precomputing avatar behavior from human motion data
Graphical Models - Special issue on SCA 2004
Presence: Teleoperators and Virtual Environments
Human Motion Capture Driven by Orientation Measurements
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Full-body performance animation with Sequential Inverse Kinematics
Graphical Models
Realtime human motion control with a small number of inertial sensors
I3D '11 Symposium on Interactive 3D Graphics and Games
A constrained inverse kinematics technique for real-time motion capture animation
The Visual Computer: International Journal of Computer Graphics
Hi-index | 0.02 |
In a virtual environment for small groups of interacting participants, it is important that the physical motion of each participant be replicated by synthetic human forms in real time. Sensors on a user's body are used to drive an inverse kinematics algorithm. Such iterative algorithms for solving the general inverse kinematics problem are too slow for a real-time interactive environment. In this paper we present analytic, constant time methods to solve the inverse kinematics problem and drive an avatar figure. Our sensor configuration has only eight sensors per participant, so the sensor data is augmented with information about natural body postures. The algorithm is fast, and the resulting avatar motion approximates the actions of the participant quite well. This new analytic solution resolves a problem with an earlier iterative algorithm that had a tendency to position knees and elbows of the avatar in awkward and unnatural positions.