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Katsu Yamane, James Kuffner, and Jessica K. Hodgins Even such simple tasks as placing a box on a shelf are difficult to animate, because the animator must carefully position the character to satisfy geometric ...

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S. Cooper, A. Hertzmann and Z. Popović This paper describes an approach to building real-time highly-controllable characters. A kinematic character controller is built on-the-fly during a capture session, and updated after each new motion clip is acquired. ...

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Okan Arikan, David A. Forsyth, James O'Brien This paper describes a framework that allows a user to synthesize human motion while retaining control of its qualitative properties. The user paints a timeline ...

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Arikan, O., Forsyth, D. A., O'Brien, J. F. We present an algorithm for animating characters being pushed by an external source such as a user or a game environment. We start with a collection of motions of a real person responding to being pushed. ...

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Okan Arikan, David A. Forsyth There are many applications that demand large quantities of natural looking motion. It is difficult to synthesize motion that looks natural, particularly when it is people who must move. ...

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Populating virtual environments (VEs) with large crowds is a subject that has been tackled for several years. Solutions have been proposed to offer realistic trajectories as well as interactivity, but limitations remain on the environment dimensions with respect to population density. ...

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Philippe Beaudoin, Michiel van de Panne, Pierre Poulin and Stelian Coros. We present a technique to automatically distill a motion-motif graph from an arbitrary collection of motion capture data. Motion ...

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Manfred Lau and James Kuffner This paper explores a behavior planning approach to automatically generate realistic motions for animated characters. Motion clips are abstracted as high-level behaviors ...

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Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstacle avoidance. The difficulty to find a satisfying trade-off between efficiency and believability is particularly challenging, and prior techniques tend to focus on a single approach. ...

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Stephen J. Guy, Jur van den Berg, Ming Lin, and Dinesh Manocha Collision avoidance is a fundamental problem in many areas such as robotics and animation. To that end, we developed new techniques focused ...





















