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dc.contributor.authorBorno, Mazen Alen_US
dc.contributor.authorRighetti, Ludovicen_US
dc.contributor.authorBlack, Michael J.en_US
dc.contributor.authorDelp, Scott L.en_US
dc.contributor.authorFiume, Eugeneen_US
dc.contributor.authorRomero, Javieren_US
dc.contributor.editorThuerey, Nils and Beeler, Thaboen_US
dc.date.accessioned2018-07-23T10:07:04Z
dc.date.available2018-07-23T10:07:04Z
dc.date.issued2018
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13514
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13514
dc.description.abstractMotion capture is often retargeted to new, and sometimes drastically different, characters. When the characters take on realistic human shapes, however, we become more sensitive to the motion looking right. This means adapting it to be consistent with the physical constraints imposed by different body shapes. We show how to take realistic 3D human shapes, approximate them using a simplified representation, and animate them so that they move realistically using physically-based retargeting. We develop a novel spacetime optimization approach that learns and robustly adapts physical controllers to new bodies and constraints. The approach automatically adapts the motion of the mocap subject to the body shape of a target subject. This motion respects the physical properties of the new body and every body shape results in a different and appropriate movement. This makes it easy to create a varied set of motions from a single mocap sequence by simply varying the characters. In an interactive environment, successful retargeting requires adapting the motion to unexpected external forces. We achieve robustness to such forces using a novel LQR-tree formulation. We show that the simulated motions look appropriate to each character’'s anatomy and their actions are robust to perturbations.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectAnimation
dc.subjectPhysical simulation
dc.titleRobust Physics-based Motion Retargeting with Realistic Body Shapesen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersHumans
dc.description.volume37
dc.description.number8
dc.identifier.doi10.1111/cgf.13514
dc.identifier.pages81-92


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  • 37-Issue 8
    ACM SIGGRAPH / Eurographics Symposium on Computer Animation 2018

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