SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Limit cycle control and its application to the animation of balancing and walking
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
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Biped Locomotion
Modeling tension and relaxation for computer animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Aesthetic edits for character animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Efficient synthesis of physically valid human motion
ACM SIGGRAPH 2003 Papers
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
Breathe easy: model and control of simulated respiration for animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Layered dynamic control for interactive character swimming
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Methods for exploring expressive stance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based grasping control from example
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
Dynamic Animation and Control Environment
GI '05 Proceedings of Graphics Interface 2005
Dynamo: dynamic, data-driven character control with adjustable balance
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
On the beat!: timing and tension for dynamic characters
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Haptic Interaction with Virtual Avatars
EuroHaptics '08 Proceedings of the 6th international conference on Haptics: Perception, Devices and Scenarios
Evolved Controllers for Simulated Locomotion
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Pose control in dynamic conditions
MIG'10 Proceedings of the Third international conference on Motion in games
Video-based 3D motion capture through biped control
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Interactive Character Animation Using Simulated Physics: A State-of-the-Art Review
Computer Graphics Forum
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
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We introduce a toolkit for creating dynamic controllers for articulated characters under physical simulation. Our toolkit allows users to create dynamic controllers for interactive or offline use through a combination of both visual and scripting tools. Users can design controllers by specifying keyframe poses, using a high-level scripting language, or by manipulating the rules of physics through a group of helper functions that can temporarily modify the environment in order to make the desired animation more feasible under physical simulation. The goal of the toolkit is to integrate dynamic control methods into a usable interactive system for noncomputer scientists and non-roboticists, and provide the means to quickly generate physically based motion.