File Download

There are no files associated with this item.

  • Find it @ UNIST can give you direct access to the published full text of this article. (UNISTARs only)
Related Researcher

김광인

Kim, Kwang In
Machine Learning and Vision Lab.
Read More

Views & Downloads

Detailed Information

Cited time in webofscience Cited time in scopus
Metadata Downloads

Full metadata record

DC Field Value Language
dc.citation.number 6 -
dc.citation.startPage 181 -
dc.citation.title ACM TRANSACTIONS ON GRAPHICS -
dc.citation.volume 34 -
dc.contributor.author Rhodin, Helge -
dc.contributor.author Tompkin, James -
dc.contributor.author Kim, Kwang In -
dc.contributor.author de Aguiar, Edilson -
dc.contributor.author Pfister, Hanspeter -
dc.contributor.author Seidel, Hans-Peter -
dc.contributor.author Theobalt, Christian -
dc.date.accessioned 2023-12-22T00:36:43Z -
dc.date.available 2023-12-22T00:36:43Z -
dc.date.created 2019-02-25 -
dc.date.issued 2015-11 -
dc.description.abstract Motion-tracked real-time character control is important for games and VR, but current solutions are limited: retargeting is hard for non-human characters, with locomotion bound to the sensing volume; and pose mappings are ambiguous with difficult dynamic motion control. We robustly estimate wave properties - amplitude, frequency, and phase - for a set of interactively-defined gestures by mapping user motions to a low-dimensional independent representation. The mapping separates simultaneous or intersecting gestures, and extrapolates gesture variations from single training examples. For animations such as locomotion, wave properties map naturally to stride length, step frequency, and progression, and allow smooth transitions from standing, to walking, to running. Interpolating out-of-phase locomotions is hard, e.g., quadruped legs between walks and runs switch phase, so we introduce a new time-interpolation scheme to reduce artifacts. These improvements to real-time motion-tracked character control are important for common cyclic animations. We validate this in a user study, and show versatility to apply to part-and full-body motions across a variety of sensors. -
dc.identifier.bibliographicCitation ACM TRANSACTIONS ON GRAPHICS, v.34, no.6, pp.181 -
dc.identifier.doi 10.1145/2816795.2818082 -
dc.identifier.issn 0730-0301 -
dc.identifier.scopusid 2-s2.0-84995793699 -
dc.identifier.uri https://scholarworks.unist.ac.kr/handle/201301/26244 -
dc.identifier.url https://dl.acm.org/citation.cfm?doid=2816795.2818082 -
dc.identifier.wosid 000363671200018 -
dc.language 영어 -
dc.publisher ASSOC COMPUTING MACHINERY -
dc.title Generalizing Wave Gestures from Sparse Examples for Real-time Character Control -
dc.type Article -
dc.description.isOpenAccess FALSE -
dc.relation.journalWebOfScienceCategory Computer Science, Software Engineering -
dc.relation.journalResearchArea Computer Science -
dc.type.docType Article; Proceedings Paper -
dc.description.journalRegisteredClass scie -
dc.description.journalRegisteredClass scopus -
dc.subject.keywordAuthor Virtual character control -
dc.subject.keywordAuthor motion mapping -
dc.subject.keywordAuthor dynamics -
dc.subject.keywordPlus MOTION SYNTHESIS -
dc.subject.keywordPlus PERFORMANCE ANIMATION -
dc.subject.keywordPlus INTERACTIVE CONTROL -
dc.subject.keywordPlus COMPUTER PUPPETRY -
dc.subject.keywordPlus SIGNALS -

qrcode

Items in Repository are protected by copyright, with all rights reserved, unless otherwise indicated.