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- Publisher Website: 10.1002/cav.315
- Scopus: eid_2-s2.0-67749084686
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Conference Paper: Angular momentum guided motion concatenation
Title | Angular momentum guided motion concatenation |
---|---|
Authors | |
Keywords | Motion control Motion editing |
Issue Date | 2009 |
Citation | Computer Animation and Virtual Worlds, 2009, v. 20, n. 2-3, p. 385-394 How to Cite? |
Abstract | In this paper, we propose a new method to concatenate two dynamic full-body motions such as punches, kicks, and flips by using the angular momentum as a cue. Through the observation of real humans, we have identified two patterns of angular momentum that make the transition of such motions efficient. Based on these observations, we propose a new method to concatenate two full-body motions in a natural manner. Our method is useful for applications where dynamic, full-body motions are required, such as 3D computer games and animations. © 2009 John Wiley & Sons, Ltd. |
Persistent Identifier | http://hdl.handle.net/10722/288984 |
ISSN | 2023 Impact Factor: 0.9 2023 SCImago Journal Rankings: 0.403 |
ISI Accession Number ID |
DC Field | Value | Language |
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dc.contributor.author | Shum, Hubert P.H. | - |
dc.contributor.author | Komura, Taku | - |
dc.contributor.author | Yadav, Pranjul | - |
dc.date.accessioned | 2020-10-12T08:06:23Z | - |
dc.date.available | 2020-10-12T08:06:23Z | - |
dc.date.issued | 2009 | - |
dc.identifier.citation | Computer Animation and Virtual Worlds, 2009, v. 20, n. 2-3, p. 385-394 | - |
dc.identifier.issn | 1546-4261 | - |
dc.identifier.uri | http://hdl.handle.net/10722/288984 | - |
dc.description.abstract | In this paper, we propose a new method to concatenate two dynamic full-body motions such as punches, kicks, and flips by using the angular momentum as a cue. Through the observation of real humans, we have identified two patterns of angular momentum that make the transition of such motions efficient. Based on these observations, we propose a new method to concatenate two full-body motions in a natural manner. Our method is useful for applications where dynamic, full-body motions are required, such as 3D computer games and animations. © 2009 John Wiley & Sons, Ltd. | - |
dc.language | eng | - |
dc.relation.ispartof | Computer Animation and Virtual Worlds | - |
dc.subject | Motion control | - |
dc.subject | Motion editing | - |
dc.title | Angular momentum guided motion concatenation | - |
dc.type | Conference_Paper | - |
dc.description.nature | link_to_subscribed_fulltext | - |
dc.identifier.doi | 10.1002/cav.315 | - |
dc.identifier.scopus | eid_2-s2.0-67749084686 | - |
dc.identifier.volume | 20 | - |
dc.identifier.issue | 2-3 | - |
dc.identifier.spage | 385 | - |
dc.identifier.epage | 394 | - |
dc.identifier.eissn | 1546-427X | - |
dc.identifier.isi | WOS:000268110700031 | - |
dc.identifier.issnl | 1546-4261 | - |