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dc.contributor.authorLevine, Sergeyen_US
dc.contributor.authorPopovic, Jovanen_US
dc.contributor.editorJehee Lee and Paul Kryen_US
dc.date.accessioned2014-01-29T08:00:56Z
dc.date.available2014-01-29T08:00:56Z
dc.date.issued2012en_US
dc.identifier.isbn978-3-905674-37-8en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA12/221-230en_US
dc.description.abstractArtist-created animated characters can exhibit stylized, engaging behavior, but require considerable effort to construct, while interactive applications require numerous motions and variations to create a dynamic, believable character. This paper describes a method for generating some of these variations automatically: given a stream of poses, our method simulates plausible responses to physical disturbances and environmental variations. Our quasi-physical simulation accounts for the dynamics of the character and surrounding objects, but does not require the motion to be physically valid, making it suitable for both realistic and stylized, cartoony motions. It further does not require any preprocessing, allowing it to run as an online filter that transforms the output of any real-time animation system. Our prototype runs at 50 Hz, on bipeds and quadrupeds with over 50 degrees of freedom, and generates plausible variations for walking, running, hopping, crawling, rolling, cartwheeling, and other motions.en_US
dc.publisherThe Eurographics Associationen_US
dc.titlePhysically Plausible Simulation for Character Animationen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animationen_US


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