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The Uniform Posture Map Algorithm for the Real-Time Interactive Motion Transitions of an Articulated Body [chapter]

Jin Ok Kim, Bum Ro Lee, Chin Hyun Chung, Jun Hwang, Woongjae Lee
2003 Lecture Notes in Computer Science  
It generates a seamless intermediate motion with two short motion sequences. In this paper, the Uniform Posture Map (UPM) is proposed to perform motion transitions.  ...  The motion transition algorithm proposed in this paper can be applied to various fields such as real time 3D games, virtual reality applications, and web 3D applications. P.M.A. Sloot et al.  ...  In this paper, a form of methodology is proposed for performing a motion transition with a Uniform Posture Map (UPM) and to represent the motion tendency of an articulated body with several parameters.  ... 
doi:10.1007/3-540-44860-8_30 fatcat:hstpnwmgmvgjvlmptk7cfp6snu

Production and playback of human figure motion for visual simulation

John P. Granieri, Jonathan Crabtree, Norman I. Badler
1995 ACM Transactions on Modeling and Computer Simulation  
The key notions are (1) the logical storage of full-body motion in posture graphs, which p r o vides a simple motion access method for playback, and (2) mapping the motions of higher DOF gures to lower  ...  We describe a system for o -line production and real-time playback o f motion for articulated human gures in 3D virtual environments.  ...  Partitioning full-body motion In the posture graphs described previously, each motion transition included all the joint angles for the whole body.  ... 
doi:10.1145/217853.217856 fatcat:a75jahmebnantimgzf2makhbqq

Presence and interaction in mixed reality environments

Arjan Egges, George Papagiannakis, Nadia Magnenat-Thalmann
2007 The Visual Computer  
In this paper, we present a simple and robust Mixed Reality (MR) framework that allows for real-time interaction with Virtual Humans in real and virtual environments under consistent illumination.  ...  We will look at three crucial parts of this system: interaction, animation and global illumination of virtual humans for an integrated and enhanced presence.  ...  Acknowledgements This research has been developed at MIRALab-University of Geneva and has been supported through the EU funded projects ERATO (INCOMED-ICFP-502A3PR03) and HUMAINE (IST-507422).  ... 
doi:10.1007/s00371-007-0113-z fatcat:au56kl5ytba4pcsoip2gxk4zdu

Model-Based Investigation of Control and Dynamics in Human Articulatory Motion

Kangsoo KIM, Hiroaki GOMI
2007 Journal of System Design and Dynamics  
An inverse dynamics algorithm based on Gradient Descent Search (GDS) selectively adjusts the muscle motor command in order to produce the reference speech motion.  ...  Muscle motor commands to drive the articulator model are estimated using a control strategy of mimicking human speech motion.  ...  Sadao Hiroya for their many helpful insights. We also thank Dr. Koji Kadota and Mr. Naoki Saijo for their many supports to conduct the experiments.  ... 
doi:10.1299/jsdd.1.558 fatcat:r3gvrbxhrrb5hlaosn6eebsu7y

A hierarchical approach to interactive motion editing for human-like figures

Jehee Lee, Sung Yong Shin
1999 Proceedings of the 26th annual conference on Computer graphics and interactive techniques - SIGGRAPH '99  
Using the kinematics solver, we can adjust the configuration of an articulated figure to meet the constraints in each frame.  ...  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.  ...  This research was supported in part by the Ministry of Information and Communication (MIC) and the Electronics and Telecommunications Research Institute (ETRI).  ... 
doi:10.1145/311535.311539 dblp:conf/siggraph/LeeS99 fatcat:x3mtx7ren5efzmagiyupnbh5xi

Markerless 3D Hand Posture Estimation from Monocular Video by Two-Level Searching

Iek-Kuong Pun, I-Chen Lin, Tsung-Hsien Tang
2013 2013 International Conference on Computer-Aided Design and Computer Graphics  
We propose a novel two-level approach to efficiently grasp the personal characteristics and high varieties of hand postures.  ...  It can also recover from a short-term missing hand situation in an interactive rate.  ...  Moreover, their system can provide an interactive-time control for object interaction in 3D space. The high performance of color-glove tracking by searching inspires our bare-hand posture estimation.  ... 
doi:10.1109/cadgraphics.2013.34 dblp:conf/cadgraphics/PunLT13 fatcat:mrhpsy45pjhhhi7k6qhrbyr47q

The Center for Human Modeling and Simulation

Norman I. Badler, Dimitri Metaxas, Bonnie Webber, Mark Steedman
1995 Presence - Teleoperators and Virtual Environments  
15 estimated to average 1 hour per response, including the time for reviewing instructions, searching existing data sources, gathering and maintaining the data needed, and completing and reviewing the  ...  Directorate for information Operations and Reports. 121S Jefferson Davis Highway. Suite 1204. Arlington, VA 22202-4 302. and to the Office of Management and Budget.  ...  Acknowledgements We wish to thank our advisors Norm Badler and Bonnie Webber for their support of this work.  ... 
doi:10.1162/pres.1995.4.1.81 fatcat:eu3ohrkoijch5p5ogyr4su5bn4

Inverse Kinematics Techniques in Computer Graphics: A Survey

A. Aristidou, J. Lasenby, Y. Chrysanthou, A. Shamir
2017 Computer graphics forum (Print)  
for particular problems.  ...  The most popular IK methods are discussed with regard to their performance, computational cost and the smoothness of their resulting postures, while we suggest which IK family of solvers is best suited  ...  Acknowledgements This work is co-financed by the European Regional Development  ... 
doi:10.1111/cgf.13310 fatcat:vnhvaxmnijhgjech26locrkh2i

Creature Teacher

Andreas Fender, Jörg Müller, David Lindlbauer
2015 Proceedings of the 3rd ACM Symposium on Spatial User Interaction - SUI '15  
We use a bimanual interaction paradigm, allowing users to select parts of the model with one hand and manipulate them with the other hand.  ...  Our approach of taking cyclic movements as an input makes mode switching between recording and playback obsolete and allows for fast and seamless creation of animations.  ...  ACKNOWLEDGEMENTS The authors would like to thank all the users who found many bugs and gave helpful feedback. This work has been supported by the ERC through grant ERC-2010-StG 259550 ("XSHAPE").  ... 
doi:10.1145/2788940.2788944 dblp:conf/sui/FenderML15 fatcat:cyhrtak5ebbwxilbycuex6q724

Vision-based hand pose estimation: A review

Ali Erol, George Bebis, Mircea Nicolescu, Richard D. Boyle, Xander Twombly
2007 Computer Vision and Image Understanding  
Direct use of the hand as an input device is an attractive method for providing natural human-computer interaction (HCI).  ...  The second is based on pose estimation systems and aims to capture the real 3D motion of the hand.  ...  The high dimensionality of the problem and self-occlusions are the main obstacles for implementing real-time, robust systems.  ... 
doi:10.1016/j.cviu.2006.10.012 fatcat:6np2oszijzgznnhdhjq3rka4ey

Towards Stylistic Consonance in Human Movement Synthesis~!2008-11-24~!2009-11-03~!2010-02-08~!

Elizabeth Bradley, David Capps, Jeffrey Luftig, Joshua M. Stuart
2010 Open Artificial Intelligence Journal  
to find stylistically consistent interpolation sequences between pairs of body postures.  ...  A common task in dance, martial arts, animation, and many other movement genres is for the character to move in an innovative and yet stylistically consonant fashion.  ...  Acknowledgements The authors would like to thank P. Clary, D. Dabby  ... 
doi:10.2174/1874061801004010001 fatcat:ddhzh4ewzvanlhcbzoq2ix3svy

A Survey on Human Performance Capture and Animation

Shihong Xia, Lin Gao, Yu-Kun Lai, Ming-Ze Yuan, Jinxiang Chai
2017 Journal of Computer Science and Technology  
With the rapid development of computing technology, three-dimensional (3D) human body models and their dynamic motions are widely used in the digital entertainment industry.  ...  Key research problems include how to capture and analyze static geometric appearance and dynamic movement of human bodies, and how to simulate human body motions with physical effects.  ...  Due to the use of classifiers, the algorithm is efficient and achieves real-time performance.  ... 
doi:10.1007/s11390-017-1742-y fatcat:kxfoylv535axtnpj6iaqda3mz4

Composable controllers for physics-based character animation

Petros Faloutsos, Michiel van de Panne, Demetri Terzopoulos
2001 Proceedings of the 28th annual conference on Computer graphics and interactive techniques - SIGGRAPH '01  
Abstract An ambitious goal in the area of physics-based computer animation is the creation of virtual actors that autonomously synthesize realistic human motions and possess a broad repertoire of lifelike  ...  We propose a framework for composing controllers in order to enhance the motor abilities of such figures.  ...  We would also like to thank Symbolic Dynamics Inc. for allowings us to distribute the equations of motion of the 3D human model. This work was supported by grants from NSERC and CITO.  ... 
doi:10.1145/383259.383287 dblp:conf/siggraph/FaloutsosPT01 fatcat:x6tf2mgwxjeo7pnvydiawc775q

Virtual humans: thirty years of research, what next?

Nadia Magnenat-Thalmann, Daniel Thalmann
2005 The Visual Computer  
To realize these modeling goals, real-time realistic representation is essential, but we also need interactive and perceptive Virtual Humans to populate the Virtual Worlds.  ...  At first, the issues of creating virtual humans with better skeleton and realistic deformable bodies are illustrated.  ...  For example, in a keyframe system for an articulated body, the privileged information to be manipulated is the angle.  ... 
doi:10.1007/s00371-005-0363-6 fatcat:66uenhkqv5citi5jss22wqxk7e

A Real Time System For Dynamic Hand Gesture Recognition With A Depth Sensor

Alexey Kurakin, Zicheng Liu, Zhengyou Zhang
2012 Zenodo  
Publication in the conference proceedings of EUSIPCO, Bucharest, Romania, 2012  ...  The training procedure for the action graph consists of key posture learning and transition matrix learning.  ...  In addition to the off-line experiment, we have also implemented an online real time system. The unoptimized version of the system runs at 10 FPS on a regular desktop machine.  ... 
doi:10.5281/zenodo.42817 fatcat:varcibwkvjfihoxyaoi4l7u3gm
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