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Active learning for real-time motion controllers

Seth Cooper, Aaron Hertzmann, Zoran Popović
2007 ACM Transactions on Graphics  
Abstract This paper describes an approach to building real-time highlycontrollable characters.  ...  Active learning is used to identify which motion sequence the user should perform next, in order to improve the quality and responsiveness of the controller.  ...  Acknowledgments The authors would like to thank Gary Yngve for his help with the video, and the anonymous reviewers for their comments.  ... 
doi:10.1145/1276377.1276384 fatcat:hd5djderzjazvii6ay4pjxukyu

Active learning for real-time motion controllers

Seth Cooper, Aaron Hertzmann, Zoran Popović
2007 ACM SIGGRAPH 2007 papers on - SIGGRAPH '07  
Abstract This paper describes an approach to building real-time highlycontrollable characters.  ...  Active learning is used to identify which motion sequence the user should perform next, in order to improve the quality and responsiveness of the controller.  ...  Acknowledgments The authors would like to thank Gary Yngve for his help with the video, and the anonymous reviewers for their comments.  ... 
doi:10.1145/1275808.1276384 fatcat:4ccz567lcnahna2kelbtsl4ste

Active learning for real-time motion controllers

Seth Cooper, Aaron Hertzmann, Zoran Popović
2007 ACM Transactions on Graphics  
Abstract This paper describes an approach to building real-time highlycontrollable characters.  ...  Active learning is used to identify which motion sequence the user should perform next, in order to improve the quality and responsiveness of the controller.  ...  Acknowledgments The authors would like to thank Gary Yngve for his help with the video, and the anonymous reviewers for their comments.  ... 
doi:10.1145/1239451.1239456 fatcat:5vu46pfcxnhvjml46dmrkikmva

An automatic tool to facilitate authoring animation blending in game engines

Luis Delicado, Nuria Pelechano
2019 Motion, Interaction and Games on - MIG '19  
Unfortunately, even though these tools are relatively user friendly, achieving natural animation transitions is not straight forward and thus non-expert users tend to spend a large amount of time to generate  ...  In this paper we present a method to automatically generate animation blend spaces in Unreal engine, which offers two advantages: the first one is that it provides a tool to evaluate the quality of an  ...  This is a problem inherent from mapping the high dimensional space of human movement into a lower one that game engines can work with to synthesis animations in real time.  ... 
doi:10.1145/3359566.3360063 dblp:conf/mig/DelicadoP19 fatcat:sqdfpuc5nfasjn25zzlxthwyau

4D parametric motion graphs for interactive animation

Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton
2012 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - I3D '12  
A real-time mesh sequence blending approach is introduced which combines the realistic deformation of previous non-linear solutions with efficient online computation.  ...  Transitions between different parametric motion spaces are evaluated in real-time based on surface shape and motion similarity. 4D parametric motion graphs allow real-time interactive character animation  ...  al. 2007 ] with the real-time performance of linear blending.  ... 
doi:10.1145/2159616.2159633 dblp:conf/si3d/CasasTGH12 fatcat:fvvk7hb635hnhf4oqkcmb6a4bu

Self adaptive animation based on user perspective

Parag Chaudhuri, George Papagiannakis, Nadia Magnenat-Thalmann
2008 The Visual Computer  
The resulting animation, generated in real-time, is a blend of key animations provided a priori by the animator.  ...  The blending is done with the help of efficient dualquaternion transformation blending.  ...  However, virtual characters are still, far less convincing when they have to interact with the user, especially in real-time.  ... 
doi:10.1007/s00371-008-0233-0 fatcat:utrw5k4ndrc6vks7m7sefyesxe

Interactive Animation of 4D Performance Capture

Dan Casas, Margara Tejera, Jean-Yves Guillemaut, Adrian Hilton
2013 IEEE Transactions on Visualization and Computer Graphics  
A real-time mesh sequence blending approach is introduced, which combines the realistic deformation of previous nonlinear solutions with efficient online computation.  ...  Transitions between different parametric motion spaces are evaluated in real time based on surface shape and motion similarity.  ...  for real-time motion control.  ... 
doi:10.1109/tvcg.2012.314 pmid:23492379 fatcat:heeutvcgyvhbbkctg4jfwnwkmi

Interactive techniques for implicit modeling

Jules Bloomenthal, Brian Wyvill
1990 Computer graphics  
This paper describes progress towards interactive control of implicit surfaces and introduces new techniques useful to the designer.  ...  Principally this is due to the difficulty of controlling the shape of implicit surfaces while displaying the changes quickly enough for use within an interactive design environment.  ...  In this section we describe existing display techniques and suggest improvements that make progress towards real time response.  ... 
doi:10.1145/91394.91427 fatcat:ew7oxzthurd5tkolgq6if4n7iq

Interactive techniques for implicit modeling

Jules Bloomenthal, Brian Wyvill
1990 Proceedings of the 1990 symposium on Interactive 3D graphics - SI3D '90  
This paper describes progress towards interactive control of implicit surfaces and introduces new techniques useful to the designer.  ...  Principally this is due to the difficulty of controlling the shape of implicit surfaces while displaying the changes quickly enough for use within an interactive design environment.  ...  In this section we describe existing display techniques and suggest improvements that make progress towards real time response.  ... 
doi:10.1145/91385.91427 dblp:conf/si3d/BloomenthalW90 fatcat:jy2abasij5g4bo7lrrm2jxyoza

Fat Graphs: Constructing an Interactive Character with Continuous Controls [article]

Hyun Joon Shin, Hyun Seok Oh
2006 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation - SCA '04  
Employing the existing motion transition and blending methods, our run-time system allows users to control a character interactively in continuous parameter spaces with conventional input devices such  ...  This paper proposes a methodology that allows users to control character's motion interactively but continuously. Inspired by the work of Gleicher et al.  ...  Park et al. proposed a motion blending technique for on-line real-time locomotion generation [PSKS04] .  ... 
doi:10.2312/sca/sca06/291-298 fatcat:yf5ad47e4jeadmek4uttr2avy4

Controlled Metamorphosis Between Skeleton-Driven Animated Polyhedral Meshes of Arbitrary Topologies

Denis Kravtsov, Oleg Fryazinov, Valery Adzhiev, Alexander Pasko, Peter Comninos
2013 Computer graphics forum (Print)  
Given two meshes, animated by their rigging-skeletons, we associate each mesh with its own approximating implicit surface. This implicit surface moves synchronously with the mesh.  ...  Additionally, improved space-time blending allows the user to get smoother transitions.  ...  Space-time blending In space-time blending introduced in [PPK04], we apply a blending union operation between two generalised halfcylinders obtained from the source and target objects.  ... 
doi:10.1111/cgf.12254 fatcat:jy65dsdqlncrno65mrpopjq334

Footstep parameterized motion blending using barycentric coordinates

Alejandro Beacco, Nuria Pelechano, Mubbasir Kapadia, Norman I. Badler
2015 Computers & graphics  
Our method offers a fine balance between motion fidelity and character control, and can efficiently animate over sixty agents in real time (25 FPS) and over a hundred characters at 13 FPS.  ...  To incorporate root velocity fidelity, the method is further extended to include the parametric space of root movement and combine it with footstep based interpolation.  ...  The research reported in this document/presentation was also performed in connection with Contract Number W911NF-10-2-0016 with the U.S. Army Research Laboratory.  ... 
doi:10.1016/j.cag.2014.12.004 fatcat:devhfb4punardeciok2dcwxrim

Probabilistic vs linear blending approaches to shared control for wheelchair driving

Chinemelu Ezeh, Pete Trautman, Louise Devigne, Valentin Bureau, Marie Babel, Tom Carlson
2017 2017 International Conference on Rehabilitation Robotics (ICORR)  
This probabilistic formulation improves the accuracy of modelling the interaction between the user and the wheelchair by taking into account uncertainty in the interaction.  ...  Most shared control techniques employ a traditional strategy called linear blending (LB), where the user's commands and wheelchair's autonomous commands are combined in some proportion.  ...  However, we make several assumptions to realise PSC on a real-time wheelchair platform.  ... 
doi:10.1109/icorr.2017.8009352 pmid:28813924 dblp:conf/icorr/EzehTDBBC17 fatcat:444yc2j3aze27erfqohwyyijwi

A Blended Human-Robot Shared Control Framework to Handle Drift and Latency [article]

Anas Abou Allaban, Velin Dimitrov, Taşkın Padır
2018 arXiv   pre-print
In this paper, we propose the use of blended shared control (BSC) architecture to address these issues and investigate the architecture's performance in constrained, dynamic environments with a differential  ...  We conduct a validation study (n=12) for our control architecture and then a user study (n=14) in 2 different environments that are unknown to both the human operator and the autonomous agent.  ...  Users took longer to complete the doorway traversal task with time delay disturbances than in the blended shared control scenario.  ... 
arXiv:1811.09382v1 fatcat:afvoprlr5rclnaufkrhi2p2pqa

MIMiC: Multimodal Interactive Motion Controller

Dumebi Okwechime, Eng-Jon Ong, Richard Bowden
2011 IEEE transactions on multimedia  
To facilitate real-time interactive control, conditional probabilities are used to derive motion given user commands.  ...  We introduce a new algorithm for real-time interactive motion control and demonstrate its application to motion captured data, pre-recorded videos and HCI.  ...  CONCLUSION MIMiC can generate novel motion sequences, giving a user real-time control.  ... 
doi:10.1109/tmm.2010.2096410 fatcat:vtpytjhlyvf2vixh2vbjiwfwfq
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