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A Hierarchical Approach to Interactive Motion Editing for Human-like Figures

by Jehee Lee, Sung Yong Shin , 1999
"... This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique wit ..."
Abstract - Cited by 228 (16 self) - Add to MetaCart
This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique

Abstract A Hierarchical Approach to Interactive Motion Editing for Human-like Figures

by Jehee Lee
"... This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique wit ..."
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present a closed-form solution to compute the joint angles of a limb linkage. This analytical method greatly reduces the burden of a numerical optimization to find the solutions for full degrees of freedom of a human-like articulated figure. We demonstrate that the technique can be used for retargetting a

Improved damped least squares solution with joint limits, joint weights and comfortable criteria for controlling human-like figures

by Meng Na , Bin Yang , Peifa Jia - IEEE , 2008
"... Abstract-In order to generate natural posture and motion of virtual human-like figures, damped least squares inverse kinematics method is modified. Physical rules of human being like joint limits, joint weights and comfortable criteria are introduced to the design of damping factors for the improve ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
Abstract-In order to generate natural posture and motion of virtual human-like figures, damped least squares inverse kinematics method is modified. Physical rules of human being like joint limits, joint weights and comfortable criteria are introduced to the design of damping factors

Knowledge-Driven, Interactive Animation of Human Running

by Armin Bruderlin, Tom Calvert - IN GRAPHICS INTERFACE ’96 , 1996
"... A high-level motion control system for the animation of human-like figures is introduced which generates a wide variety of individual running styles in real time. Sequences such as a leisurely jog, a fast sprint or a bouncy run are conveniently obtained by interactively setting the values of "r ..."
Abstract - Cited by 20 (0 self) - Add to MetaCart
A high-level motion control system for the animation of human-like figures is introduced which generates a wide variety of individual running styles in real time. Sequences such as a leisurely jog, a fast sprint or a bouncy run are conveniently obtained by interactively setting the values of "

Synthesizing Human-Like Walking in Constrained Environments

by Jia Pan, Liangjun Zhang, Dinesh Manocha
"... Abstract We present a new algorithm to generate plausible walking motion for high-DOF human-like articulated figures in constrained environments with multiple obstacles. Our approach combines hierarchical model decomposition with samplebased planning to efficiently compute a collision-free path in t ..."
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Abstract We present a new algorithm to generate plausible walking motion for high-DOF human-like articulated figures in constrained environments with multiple obstacles. Our approach combines hierarchical model decomposition with samplebased planning to efficiently compute a collision-free path

Analyzing and Recognizing Walking Figures in XYT

by Sourabh A. Niyogi, Edward H. Adelson , 1994
"... Introduction Wehave derived a novel approach to the detection and recognition of human gait. In gait detection, we #nd a spatiotemporal pattern that signals the presence of a walking person. In gait recognition,we seek to identify the individual who is walking. It is known that humans can detect an ..."
Abstract - Cited by 146 (1 self) - Add to MetaCart
and recognize gait with reduce spatiotemporal sequences #suchasmoving light displays# #3, 10#, and wewould like to give similar capabilities to machines. Any reasonable approach to the interpretation of human motion must impose a model of a human and explain how visual observations are to be #tted to the model

(Guest Editors) A Dynamic Motion Control Technique for Human-like Articulated Figures

by Masaki Oshita, Akifumi Makinouchi
"... This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a col ..."
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This paper presents a dynamic motion control technique for human-like articulated figures in a physically based character animation system. This method controls a figure such that the figure tracks input motion specified by a user. When environmental physical input such as an external force or a

i The Field Experience Journal Volume 12 Fall 2013

by Jody Piro, Reviewers Mrs, Karen Baar, Dr. Elfreda, V. Blue, Dr. Matthew, K. Boggan , 2013
"... The Man in the Maze has been adopted by many groups of people because of its symbolism of life’s cycles and eternal motion, and also of the choices we are confronted with. The right choices lead us to a point of harmony with all things, no matter how hard or long the road taken. The O’odham began em ..."
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employing the man-in-the-maze pattern in their basketry in the early 1900s. The motif has come to serve as an icon for the O’odham people. The human-like figure is the O’odham Elder Brother, I’itoi. ii The Field Experience Journal

Motion Warping

by Andrew Witkin, Zoran Popovic , 1995
"... We describe a simple technique for editing captured or keyframed animation based on warping of the motion parameter curves. The animator interactively defines a set of keyframe-like constraints which are used to derive a smooth deformation that preserves the fine structure of the original motion. Mo ..."
Abstract - Cited by 255 (1 self) - Add to MetaCart
"clip motion." 1 Introduction Systems for real-time 3-D motion capture have recently become commercially available. These systems hold promise as a means of producing highly realistic human figure animation with more ease and efficiency than traditional techniques afford. Motion capture can

The Intensity of Perceived Emotions in 3D Virtual Humans (Short Paper)

by Ahmad S. Shaarani, Daniela M. Romano
"... Synthetically generated 3D humans often fail to express a full range of emotions or present different levels of the same type of emotion. Transcending the facial expression, what should a happy synthetically generated human look like? What about a slightly happy or ecstatically happy? This paper rep ..."
Abstract - Cited by 2 (0 self) - Add to MetaCart
reports a study aimed at identifying the appropriate bodily expressions for various emotions in 3D human-like figures at varying emotional strength. Thirty-six volunteers were asked to discriminate and categorize thirty cards with static poses of 3D human-like characters into the Ekman’s six basic
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