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dc.contributor.authorMajkowska, Annaen_US
dc.contributor.authorZordan, Victor B.en_US
dc.contributor.authorFaloutsos, Petrosen_US
dc.contributor.editorMarie-Paule Cani and James O'Brienen_US
dc.date.accessioned2014-01-29T07:25:15Z
dc.date.available2014-01-29T07:25:15Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-34-7en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA06/309-316en_US
dc.description.abstractWe propose a solution to a new problem in animation research: how to use human motion capture data to create character motion with detailed hand gesticulation without the need for the simultaneous capture of hands and the full-body. Occlusion and a difference in scale make it difficult to capture both the detail of the hand movement and unrestricted full-body motion at the same time. With our method, the two can be captured separately and spliced together seamlessly with little or no user input required. The algorithm relies on a novel distance metric derived from research on gestures and uses a two-pass dynamic time warping algorithm to find correspondence between the hand and full-body motions. In addition, we provide a method for supplying user input, useful to animators who want more control over the integrated animation. We show the power of our technique with a variety of common and highly specialized gesticulation examples.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computing Methodologies]: Computer GraphicsThree-Dimensional Graphics and Realism: Animationen_US
dc.titleAutomatic Splicing for Hand and Body Animationsen_US
dc.description.seriesinformationACM SIGGRAPH / Eurographics Symposium on Computer Animationen_US


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