Mocappuccino
Tuesday, 1 August
8:30 - 10:15 am
Room 210
Session Chair: Daniel Maskit, Digital Domain
8:30 - 10:15 am
Room 210
Session Chair: Daniel Maskit, Digital Domain
|
|
|
World-Space Servoing for Character Animation Under Simulation A new method for combining physics simulation with motion capture data in real time produces realistic dynamic movement of video game characters. Pawel Wrotek Odest Chadwicke Jenkins Brown University Morgan McGuire Williams College morgan (at) cs.brown.edu |
|
|
|
Quick Transitions Using Multi-Way Blends A method for responsive, high-quality synthesis of human animation that can generate a transition of user-specified length between any two frames of motion. Leslie Ikemoto University of California, Berkeley lesliei (at) eecs.berkeley.edu Okan Arikan University of Texas Austin David Forsyth University of California, Berkeley and University of Illinois at Urbana-Champaign |
|
|
|
Automatic Splicing for Hand and Body Animations A simple yet effective technique for aligning hand and full-body motion that exploits characteristics of human gestures. Anna Majkowska University of California, Los Angeles annam (at) cs.ucla.edu Victor Zordan University of California, Riverside Petros Faloutsos University of California, Los Angeles |
|
|
|
Anticipating Impacts An approach for computing and achieving compelling protective poses for a character in anticipation of an impending collision. Ronald Metoyer Oregon State University metoyer (at) cs.orst.edu Victor Zordan University of California, Riverside Benjamin Hermens Oregon State University Chun-Chih Wu Marc Soriano University of California, Riverside |
