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Motion synthesis and editing in low‐dimensional spaces

Motion synthesis and editing in low‐dimensional spaces Human motion is difficult to create and manipulate because of the high dimensionality and spatiotemporal nature of human motion data. Recently, the use of large collections of captured motion data has added increased realism in character animation. In order to make the synthesis and analysis of motion data tractable, we present a low‐dimensional motion space in which high‐dimensional human motion can be effectively visualized, synthesized, edited, parameterized, and interpolated in both spatial and temporal domains. Our system allows users to create and edit the motion of animated characters in several ways: The user can sketch and edit a curve on low‐dimensional motion space, directly manipulate the character's pose in three‐dimensional object space, or specify key poses to create in‐between motions. Copyright © 2006 John Wiley & Sons, Ltd. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Computer Animation and Virtual Worlds Wiley

Motion synthesis and editing in low‐dimensional spaces

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References (17)

Publisher
Wiley
Copyright
Copyright © 2006 Wiley Subscription Services, Inc., A Wiley Company
ISSN
1546-4261
eISSN
1546-427X
DOI
10.1002/cav.125
Publisher site
See Article on Publisher Site

Abstract

Human motion is difficult to create and manipulate because of the high dimensionality and spatiotemporal nature of human motion data. Recently, the use of large collections of captured motion data has added increased realism in character animation. In order to make the synthesis and analysis of motion data tractable, we present a low‐dimensional motion space in which high‐dimensional human motion can be effectively visualized, synthesized, edited, parameterized, and interpolated in both spatial and temporal domains. Our system allows users to create and edit the motion of animated characters in several ways: The user can sketch and edit a curve on low‐dimensional motion space, directly manipulate the character's pose in three‐dimensional object space, or specify key poses to create in‐between motions. Copyright © 2006 John Wiley & Sons, Ltd.

Journal

Computer Animation and Virtual WorldsWiley

Published: Jul 1, 2006

Keywords: ; ;

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