Hierarchical spacetime control
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd 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
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Synthesis of complex dynamic character motion from simple animations
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
Computing the Physical Parameters of Rigid-Body Motion from Video
ECCV '02 Proceedings of the 7th European Conference on Computer Vision-Part I
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
Evaluating the visual fidelity of physically based animations
ACM SIGGRAPH 2003 Papers
Perceptual metrics for character animation: sensitivity to errors in ballistic motion
ACM SIGGRAPH 2003 Papers
Synthesizing physically realistic human motion in low-dimensional, behavior-specific spaces
ACM SIGGRAPH 2004 Papers
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
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Learning physics-based motion style with nonlinear inverse optimization
ACM SIGGRAPH 2005 Papers
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Momentum-based parameterization of dynamic character motion
Graphical Models - Special issue on SCA 2004
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
From Motion Capture to Real-Time Character Animation
Motion in Games
A group of novel approaches and a toolkit for motion capture data reusing
Multimedia Tools and Applications
Editing dynamic human motions via momentum and force
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Perception based real-time dynamic adaptation of human motions
MIG'10 Proceedings of the Third international conference on Motion in games
Push it real: perceiving causality in virtual interactions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Falling and landing motion control for character animation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Evaluating the plausibility of edited throwing animations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Evaluating the plausibility of edited throwing animations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Control of rotational dynamics for ground behaviors
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Complex acrobatic stunts, such as double or triple flips, can be performed only by highly skilled athletes. On the other hand, simpler tricks, such as single-flip jumps, are relatively easy to master. We present a method for creating complex, multi-flip ballistic motions from simple, single-flip jumps. Our approach also allows an animator to interact with the system by introducing modifications to a ballistic phase of a motion. Our method automatically adjusts motion trajectories, to assure physical validity of the motion after the modifications. The presented technique is efficient and produces physically valid results without resorting to computationally expensive optimization. To validate our approach we present the results of a study of user sensitivity to errors in angular momentum and take-off angle. The study shows that small changes of these parameters introduced by our method are not perceptible to a viewer.