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AER: aesthetic exploration and refinement for expressive character animation
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Source Symposium on Computer Animation archive
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
Los Angeles, California
SESSION: Performance animation and motion quality table of contents
Pages: 161 - 170  
Year of Publication: 2005
ISBN:1-7695-2270-X
Authors
Michael Neff  University of Toronto
Eugene Fiume  University of Toronto
Sponsors
Eurographics: Eurographics Association
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 7,   Downloads (12 Months): 41,   Citation Count: 4
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ABSTRACT

Our progress in the problem of making animated characters move expressively has been slow, and it persists in being among the most challenging in computer graphics. Simply attending to the low-level motion control problem, particularly for physically based models, is very difficult. Providing an animator with the tools to imbue character motion with broad expressive qualities is even more ambitious, but it is clear it is a goal to which we must aspire. Part of the problem is simply finding the right language in which to express qualities of motion. Another important issue is that expressive animation often involves many disparate parts of the body, which thwarts bottom-up controller synthesis. We demonstrate progress in this direction through the specification of directed, expressive animation over a limited range of standing movements. A key contribution is that through the use of high-level concepts such as character sketches, actions and properties, which impose different modalities of character behaviour, we are able to create many different animated interpretations of the same script. These tools support both rapid exploration of the aesthetic space and detailed refinement. Basic character actions and properties are distilled from an extensive search in the performing arts literature. We demonstrate how all high-level constructions for expressive animation can be given a precise semantics that translate into a low-level motion specification that is then simulated either physically or kinematically. Our language and system can act as a bridge across artistic and technical communities to resolve ambiguities regarding the language of motion. We demonstrate our results through an implementation and various examples.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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{NF05} Neff M., Fiume E.: Methods for exploring expressive stance. Graphical Models (2005). to appear.
 
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Collaborative Colleagues:
Michael Neff: colleagues
Eugene Fiume: colleagues