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A lightweight algorithm for real-time motion synthesis

Published: 10 November 2004 Publication History

Abstract

This paper presents an algorithm for interactive character animation with kinematic constraints with limited computational time. In order to reduce necessary computation, the animation is not created by procedural algorithm but synthesized by deforming and concatenating short motion examples, each consisting of a sequence of postures. A keyframe placed between two consecutive motion examples is deformed by using inverse kinematics so that it satisfies given constraints. The motion examples between the keyframes are deformed to ensure continuity of postures in position and velocity. We parameterize each posture as a set of particles in an orthogonal coordinate system. The inverse kinematics method with the particle representation realizes fast and stable deformation of keyframe postures, and the deformation of motion examples are calculated on a frame-by-frame basis by decomposing a whole-body deformation into per-particle deformations. We present some examples of character animations synthesized at an interactive rate by this algorithm.

References

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Cited By

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  • (2011)Spacetime vertex constraints for dynamically-based adaptation of motion-captured animationProceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.1145/2019406.2019443(277-286)Online publication date: 5-Aug-2011
  • (2006)Dhaiba: Functional Human Models to Represent Variation of Shape, Motion and Subjective AssessmentSAE Technical Paper Series10.4271/2006-01-2345Online publication date: 4-Jul-2006
  • (2005)Visualization and Classification of Strategy for Entering CarSAE Technical Paper Series10.4271/2005-01-2683Online publication date: 14-Jun-2005

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  1. A lightweight algorithm for real-time motion synthesis

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    cover image ACM Conferences
    VRST '04: Proceedings of the ACM symposium on Virtual reality software and technology
    November 2004
    226 pages
    ISBN:1581139071
    DOI:10.1145/1077534
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 10 November 2004

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    Author Tags

    1. character animation
    2. inverse kinematics

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    View all
    • (2011)Spacetime vertex constraints for dynamically-based adaptation of motion-captured animationProceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.1145/2019406.2019443(277-286)Online publication date: 5-Aug-2011
    • (2006)Dhaiba: Functional Human Models to Represent Variation of Shape, Motion and Subjective AssessmentSAE Technical Paper Series10.4271/2006-01-2345Online publication date: 4-Jul-2006
    • (2005)Visualization and Classification of Strategy for Entering CarSAE Technical Paper Series10.4271/2005-01-2683Online publication date: 14-Jun-2005

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