Real-time full body motion control

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Abstract

This chapter surveys techniques for interactive character animation, exploring datadriven and physical simulation-based methods. Interactive character animation is increasingly data driven, with animation produced through the sampling, concatenation, and blending of pre-captured motion fragments to create movement. The chapter therefore begins by surveying commercial technologies and academic research into performance capture. Physically based simulations for interactive character animation are briefly surveyed, with a focus upon technique proven to run in real time. The chapter focuses upon concatenative synthesis approaches to animation, particularly upon motion graphs and their parametric extensions for planning skeletal and surface motion for interactive character animation.

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Collomosse, J., & Hilton, A. (2018). Real-time full body motion control. In Handbook of Human Motion (Vol. 3–3, pp. 1975–1999). Springer International Publishing. https://doi.org/10.1007/978-3-319-14418-4_9

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