Flexible automatic motion blending with registration curves
Lucas Kovar,Michael Gleicher +1 more
- 26 Jul 2003
- pp 214-224
TL;DR: This work introduces a novel data structure called a registration curve that expands the class of motions that can be successfully blended without manual input by automatically determining relationships involving the timing, local coordinate frame, and constraints of the input motions.
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Abstract: Many motion editing algorithms, including transitioning and multitarget interpolation, can be represented as instances of a more general operation called motion blending. We introduce a novel data structure called a registration curve that expands the class of motions that can be successfully blended without manual input. Registration curves achieve this by automatically determining relationships involving the timing, local coordinate frame, and constraints of the input motions. We show how registration curves improve upon existing automatic blending methods and demonstrate their use in common blending operations.
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Citations
Pose-timeline for propagating motion edits
Tomohiko Mukai,Shigeru Kuriyama +1 more
- 01 Aug 2009
TL;DR: A system for efficiently and flexibly editing the sequence of iterative actions by a few intuitive operations and integrates the concept of edit propagation by which the manual modification of one action unit is automatically transferred to the other units that are robustly detected by similarity search technique.
Motion Transplantation Techniques: A Survey
Ben J. H. van Basten,Arjan Egges +1 more
TL;DR: An overview of example-based motion transplantation techniques is provided and how they determine spatial and temporal alignment between the auxiliary and base motions is explained.
Fat graphs: constructing an interactive character with continuous controls
Hyun Joon Shin,Hyun Seok Oh +1 more
- 02 Sep 2006
TL;DR: A semi-automatic method to build fat graphs where a node corresponds to a pose and its incoming and outgoing edges represent the motion segments starting from and ending at similar poses, which can be adapted to a number of real-world applications including video games and virtual reality applications.
Splicing Upper‐Body Actions with Locomotion
TL;DR: By decoupling upper‐body action from lower‐body locomotion, the motion synthesis technique allows example motions to be captured independently and later combined to create new natural looking motions.
Automating expressive locomotion generation
Yejin Kim,Michael Neff +1 more
- 01 Jan 2012
TL;DR: This paper introduces a system for expressive locomotion generation that takes as input a set of sample locomotion clips and a motion path, and can produce output locomotion for an arbitrary path with arbitrary motion transition points.
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