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Conference Paper: Spatial relationship preserving character motion adaptation

TitleSpatial relationship preserving character motion adaptation
Authors
KeywordsMotion editing
Spatial relationship
Character animation
Motion retargeting
Close interaction
Issue Date2010
Citation
ACM Special Interest Group on Computer Graphics and Interactive Techniques Conference (SIGGRAPH 2010), Los Angeles, CA, 26-29 July 2010. In ACM Transactions on Graphics, 2010, v. 29, n. 4, article no. 33 How to Cite?
AbstractThis paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as dancing, wrestling, and sword fighting, or between characters and a restricted environment, such as getting into a car. In such motions, the implicit spatial relationships between body parts/objects are important for capturing the scene semantics. We introduce a simple structure called an interaction mesh to represent such spatial relationships. By minimizing the local deformation of the interaction meshes of animation frames, such relationships are preserved during motion editing while reducing the number of inappropriate interpenetrations. The interaction mesh representation is general and applicable to various kinds of close interactions. It also works well for interactions involving contacts and tangles as well as those without any contacts. The method is computationally efficient, allowing real-time character control. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions.
Persistent Identifierhttp://hdl.handle.net/10722/288696
ISSN
2023 Impact Factor: 7.8
2023 SCImago Journal Rankings: 7.766
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorHo, Edmond S.L.-
dc.contributor.authorKomura, Taku-
dc.contributor.authorTai, Chiew Lan-
dc.date.accessioned2020-10-12T08:05:38Z-
dc.date.available2020-10-12T08:05:38Z-
dc.date.issued2010-
dc.identifier.citationACM Special Interest Group on Computer Graphics and Interactive Techniques Conference (SIGGRAPH 2010), Los Angeles, CA, 26-29 July 2010. In ACM Transactions on Graphics, 2010, v. 29, n. 4, article no. 33-
dc.identifier.issn0730-0301-
dc.identifier.urihttp://hdl.handle.net/10722/288696-
dc.description.abstractThis paper presents a new method for editing and retargeting motions that involve close interactions between body parts of single or multiple articulated characters, such as dancing, wrestling, and sword fighting, or between characters and a restricted environment, such as getting into a car. In such motions, the implicit spatial relationships between body parts/objects are important for capturing the scene semantics. We introduce a simple structure called an interaction mesh to represent such spatial relationships. By minimizing the local deformation of the interaction meshes of animation frames, such relationships are preserved during motion editing while reducing the number of inappropriate interpenetrations. The interaction mesh representation is general and applicable to various kinds of close interactions. It also works well for interactions involving contacts and tangles as well as those without any contacts. The method is computationally efficient, allowing real-time character control. We demonstrate its effectiveness and versatility in synthesizing a wide variety of motions with close interactions.-
dc.languageeng-
dc.relation.ispartofACM Transactions on Graphics-
dc.subjectMotion editing-
dc.subjectSpatial relationship-
dc.subjectCharacter animation-
dc.subjectMotion retargeting-
dc.subjectClose interaction-
dc.titleSpatial relationship preserving character motion adaptation-
dc.typeConference_Paper-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1145/1778765.1778770-
dc.identifier.scopuseid_2-s2.0-77956376902-
dc.identifier.volume29-
dc.identifier.issue4-
dc.identifier.spagearticle no. 33-
dc.identifier.epagearticle no. 33-
dc.identifier.isiWOS:000279806600005-
dc.identifier.issnl0730-0301-

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