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Motion capture-driven simulations that hit and react
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Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
San Antonio, Texas
SESSION: Simulation, motion capture, editing table of contents
Pages: 89 - 96  
Year of Publication: 2002
ISBN:1-58113-573-4
Authors
Victor Brian Zordan  Georgia Institute of Technology
Jessica K. Hodgins  Carnegie Mellon University
Sponsors
Eurographics: Eurographics
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Controllable, reactive human motion is essential in many video games and training environments. Characters in these applications often perform tasks based on modified motion data, but response to unpredicted events is also important in order to maintain realism. We approach the problem of motion synthesis for interactive, humanlike characters by combining dynamic simulation and human motion capture data. Our control systems use trajectory tracking to follow motion capture data and a balance controller to keep the character upright while modifying sequences from a small motion library to accomplish specified tasks, such as throwing punches or swinging a racket. The system reacts to forces computed from a physical collision model by changing stiffness and damping terms. The freestanding, simulated humans respond automatically to impacts and smoothly return to tracking. We compare the resulting motion with video and recorded human data.


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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CITED BY  43

Collaborative Colleagues:
Victor Brian Zordan: colleagues
Jessica K. Hodgins: colleagues