A training algorithm for optimal margin classifiers
COLT '92 Proceedings of the fifth annual workshop on Computational learning theory
Efficient generation of motion transitions using spacetime constraints
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Physically based motion transformation
Proceedings of the 26th 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
Motion Perturbation Based on Simple Neuromotor Control Models
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Hybrid Control for Interactive Character Animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Learning physics-based motion style with nonlinear inverse optimization
ACM SIGGRAPH 2005 Papers
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
Animating reactive motion using momentum-based inverse kinematics: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Informed Use of Motion Synthesis Methods
Motion in Games
A reactive and protective character motion generation algorithm
International Journal of Computer Applications in Technology
Adding physical like reaction effects to skeleton-based animations using controllable pendulums
Transactions on edutainment VI
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
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Dynamic response is a technique for employing a physical reaction to an animated character. The technique utilizes a database of reactions as example motions to transition to following a dynamic simulation of an interaction. The search for the example to follow has been the stumbling block for bringing such a system into realtime applications and in this paper, we address that issue by proposing a number of speed-ups which make the approach faster and more appropriate for an electronic game implementation. We accomplish our speed-up by using a supervised learning routine which trains offine on a large set of dynamic response examples and predicts online among the choices found in the database. Also, we propose a near-optimal routine which finds the alignment of the selected motion for the given scenario based on a sparse sampling with an additional speed-up over the original algorthim. With both of these changes in place, we enjoy a tremendous speed-up with inperceptable difference in the final motion compared to previous published results. Finally we offer a few additional alternatives that allow the user to choose between quality and speed based on their individual needs.