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Now showing items 31-36 of 36
Simple Data-Driven Control for Simulated Bipeds
(The Eurographics Association, 2012)
We present a framework for controlling physics-based bipeds in a simulated environment, based on a variety of reference motions. Unlike existing methods for control based on reference motions, our framework does not require ...
Combining Marker-based Mocap and RGB-D Camera for Acquiring High-fidelity Hand Motion Data
(The Eurographics Association, 2012)
Motion capture data has been pivotal to the success of creating realistic animation for human characters. There are a number of public full-body motion databases available, but large and heterogeneous databases for hand ...
Environment-aware Real-Time Crowd Control
(The Eurographics Association, 2012)
Real-time crowd control has become an important research topic due to the recent advancement in console game quality and hardware processing capability. The degrees of freedom of a crowd is much higher than that provided ...
Task-driven Posture Optimization for Virtual Characters
(The Eurographics Association, 2012)
This paper presents a generic approach to find optimal postures, including contact positions, for manipulation tasks. It can be used in either the preparation for a task, or the evaluation of the feasibility of a task ...
Precomputed Motion Maps for Unstructured Motion Capture
(The Eurographics Association, 2012)
We present in this paper a solution for extracting high-quality motions from unstructured motion capture databases at interactive rates. The proposed solution is based on automatically-built motion graphs, and offers two ...
Tiling Motion Patches
(The Eurographics Association, 2012)
Simulating multiple character interaction is challenging because character actions must be carefully coordinated to align their spatial locations and synchronized with each other. We present an algorithm to create a dense ...