Real-Time Full-Body Pose Synthesis and Editing

Ho, Edmond S. L. and Yuen, Pong (2016) Real-Time Full-Body Pose Synthesis and Editing. In: Handbook of Human Motion. Springer, pp. 1-16. ISBN 978-3-319-30808-1

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Official URL: http://dx.doi.org/10.1007/978-3-319-30808-1_8-1

Abstract

Posing character has always been playing an important role in character animation and interactive applications such as computer games. However, such a task is time-consuming and labor-intensive. In order to improve the efficiency in character posing, researchers in computer graphics have been working on a wide variety of semi- or fully automatic approaches in creating full-body poses, ranging from traditional approaches like inverse kinematics (IK), data-driven approaches which make use of captured motion data, as well as direct pose manipulation through intuitive interfaces. In this book chapter, we will introduce the aforementioned techniques and also discuss their applications in animation production.

Item Type: Book Section
Uncontrolled Keywords: Pose synthesis, Pose editing, Inverse kinematics, Motion retargeting, Motion blending, Jacobian-based IK, Cyclic coordinate decent, Collision avoidance, Data-driven pose synthesis
Subjects: G900 Others in Mathematical and Computing Sciences
W900 Others in Creative Arts and Design
Department: Faculties > Engineering and Environment > Computer and Information Sciences
Depositing User: Becky Skoyles
Date Deposited: 21 Sep 2018 10:45
Last Modified: 11 Oct 2019 19:15
URI: http://nrl.northumbria.ac.uk/id/eprint/35859

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