Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Perception of Human Motion With Different Geometric Models
IEEE Transactions on Visualization and Computer Graphics
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
Obscuring length changes during animated motion
ACM SIGGRAPH 2004 Papers
Computing the duration of motion transitions: an empirical approach
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Perceptual evaluation of LOD clothing for virtual humans
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Perceptual evaluation of position and orientation context rules for pedestrian formations
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Perceptually guided expressive facial animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Realistic human body movement for emotional expressiveness
ACM SIGGRAPH 2009 Courses
The saliency of anomalies in animated human characters
ACM Transactions on Applied Perception (TAP)
Perceptual effects of scene context and viewpoint for virtual pedestrian crowds
ACM Transactions on Applied Perception (TAP)
Simulating believable crowd and group behaviors
ACM SIGGRAPH ASIA 2010 Courses
Cartoon synthesis using constrained spreading activation network
Multimedia Tools and Applications
Perception of simplification artifacts for animated characters
Proceedings of the ACM SIGGRAPH Symposium on Applied Perception in Graphics and Visualization
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To animate a character, a number of poses are displayed in quick succession in order to create the illusion of motion. For most real-time applications, such as games, the pose update rate is largely constrained by the available hardware and overall simulation complexity. To date, no analysis of the factors that affect the perceived smoothness of animated virtual characters has been presented. In the first perceptual studies aimed at identifying such factors and their interactions, we have determined some thresholds that could be used to produce acceptably smooth human animations in a variety of conditions. Some interesting results were found, e.g., that character type, clothing, scene complexity or motion synchronicity had no effect on smoothness perception in our experiments, but cycle rate, linear velocity, motion complexity and group size all had a significant effect, with slower or lower intensity movements generally requiring fewer updates. Our results should be of real practical use to character animators in various application areas, but in particular to developers of real-time applications where Simulation Levels Of Detail (SLOD) need to be employed.