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dc.contributor.authorHyun, Kyunglyulen_US
dc.contributor.authorLee, Kyunghoen_US
dc.contributor.authorLee, Jeheeen_US
dc.contributor.editorJoaquim Jorge and Ming Linen_US
dc.date.accessioned2016-04-26T08:37:22Z
dc.date.available2016-04-26T08:37:22Z
dc.date.issued2016en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12815en_US
dc.description.abstractThe behavioral structure of human movements is imposed by multiple sources, such as rules, regulations, choreography, habits, and emotion. Our goal is to identify the behavioral structure in a specific application domain and create a novel sequence of movements that abide by structure-building rules. To do so, we exploit the ideas from formal language, such as rewriting rules and grammar parsing, and adapted those ideas to synthesize the three-dimensional animation of multiple characters. The structured motion synthesis using motion grammars is formulated in two layers. The upper layer is a symbolic description that relates the semantics of each individual's movements and the interaction among them. The lower layer provides spatial and temporal contexts to the animation. Our multi-level MCMC (Markov Chain Monte Carlo) algorithm deals with the syntax, semantics, and spatiotemporal context of human motion to produce highly-structured, animated scenes. The power and effectiveness of motion grammars are demonstrated in animating basketball games from drawings on a tactic board. Our system allows the user to position players and draw out tactical plans, which are animated automatically in virtual environments with three-dimensional, full-body characters.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleMotion Grammars for Character Animationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersCharacter Animationen_US
dc.description.volume35en_US
dc.description.number2en_US
dc.identifier.doi10.1111/cgf.12815en_US
dc.identifier.pages103-113en_US


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