CD Twigg, DL James - ACM SIGGRAPH 2007 papers, 2007 - dl.acm.org
Animation techniques for controlling passive simulation are commonly based on an optimization paradigm: the user provides goals a priori, and sophisticated numerical …
We present techniques for constructing an interactive rigid body simulation system, and describe our implementation such a system. We use a constraint-based simulation …
We present a trajectory optimization approach to animating human activities that are driven by the lower body. Our approach is based on contact-invariant optimization. We develop a …
CC Wu, V Zordan - Proceedings of the 2010 ACM SIGGRAPH …, 2010 - diglib.eg.org
This paper proposes a technique for animating simulated characters to perform controlled steps. The desired step is controlled by high-level goals, namely step position and step …
J Laszlo, M van de Panne, E Fiume - … of the 23rd annual conference on …, 1996 - dl.acm.org
2. BACKGROUND Many solutions to animation control problems have been proposed in the animation literature and elsewhere. In particular, there is a large body of work focussed on …
U Muico, Y Lee, J Popović, Z Popović - ACM SIGGRAPH 2009 papers, 2009 - dl.acm.org
Dynamically simulated characters are difficult to control because they are underactuated--- they have no direct control over their global position and orientation. In order to succeed …
S Bandi, D Thalmann - Computer Graphics Forum, 1998 - Wiley Online Library
There is a large body of research on motion control of legs in human models. However, they require specification of global paths in which to move. A method for automatically computing …
J Laszlo, M van de Panne, E Fiume - … of the 27th annual conference on …, 2000 - dl.acm.org
We propose the use of interactive, user-in-the-loop techniques for controlling physically- based animated characters. With a suitably designed interface, the continuous and discrete …
AW Feng, Y Xu, A Shapiro - … of the ACM SIGGRAPH Symposium on …, 2012 - dl.acm.org
We synthesize natural-looking locomotion, reaching and grasping for a virtual character in order to accomplish a wide range of movement and manipulation tasks in real time. Our …