Editing Dynamic Human Motions via Momentum and Force

dc.contributor.authorSok, Kwang Wonen_US
dc.contributor.authorYamane, Katsuen_US
dc.contributor.authorLee, Jeheeen_US
dc.contributor.authorHodgins, Jessica K.en_US
dc.contributor.editorMZoran Popovic and Miguel Otaduyen_US
dc.date.accessioned2014-01-29T07:51:03Z
dc.date.available2014-01-29T07:51:03Z
dc.date.issued2010en_US
dc.description.abstractWe present an integrated framework for interactive editing of the momentum and external forces in a motion capture sequence. Allowing user control of the momentum and forces provides a powerful and intuitive editing tool for dynamic motions. To make a higher jump, for example, the user simply increases the linear momentum in the vertical direction, while our system automatically calculates a motion that maintains both the same landing position and physical plausibility. Our key insight is using trajectory optimization based on normalized dynamics to simultaneously propagate momentum and force space changes. We demonstrate our approach with edits of long sequences of dynamic actions, including kicks, jumps, and spins.en_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US
dc.identifier.isbn978-3-905674-27-9en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttps://doi.org/10.2312/SCA/SCA10/011-019en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.6 [Computer Graphics]: Methodology and Techniques-Interaction techniques I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism- Animationen_US
dc.titleEditing Dynamic Human Motions via Momentum and Forceen_US
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