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ABSTRACT
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 input actions afforded by a standard mouse and keyboard allow for the creation of a broad range of motions. We apply our techniques to interactively control planar dynamic simulations of a bounding cat, a gymnastic desk lamp, and a human character capable of walking, running, climbing, and various gymnastic behaviors. The interactive control techniques allows a performer's intuition and knowledge about motion planning to be readily exploited. Video games are the current target application of this work.
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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[doi> 10.1145/225294.225295]
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CITED BY 27
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Pankaj K. Agarwal , Leonidas J. Guibas , Herbert Edelsbrunner , Jeff Erickson , Michael Isard , Sariel Har-Peled , John Hershberger , Christian Jensen , Lydia Kavraki , Patrice Koehl , Ming Lin , Dinesh Manocha , Dimitris Metaxas , Brian Mirtich , David Mount , S. Muthukrishnan , Dinesh Pai , Elisha Sacks , Jack Snoeyink , Subhash Suri , Ouri Wolefson, Algorithmic issues in modeling motion, ACM Computing Surveys (CSUR), v.34 n.4, p.550-572, December 2002
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.6
Methodology and Techniques
Subjects:
Interaction techniques
Additional Classification:
H.
Information Systems
H.5
INFORMATION INTERFACES AND PRESENTATION (I.7)
H.5.2
User Interfaces (D.2.2, H.1.2, I.3.6)
Subjects:
Interaction styles (e.g., commands, menus, forms, direct manipulation)
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.5
Computational Geometry and Object Modeling
Subjects:
Physically based modeling
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Animation
I.6
SIMULATION AND MODELING
I.6.8
Types of Simulation
Subjects:
Animation
General Terms:
Design,
Human Factors,
Measurement,
Performance,
Theory
Keywords:
physically based animation,
user interfaces
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