Correlative joint definition for motion analysis and animation
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Motion capture techniques are rarely based on orientation measurements for two main reasons: (1) optical motion capture systems are designed for tracking object position rather than their orientation (which can be deduced from several trackers), (2) known ...
In this paper we show how the mass properties of an articulated body, such as its center of mass and its moments of inertia, may be manipulated like any conventional end effector, with well-known iterative, numerical techniques. Within our interactive simu ...
Institute of Electrical and Electronics Engineers Inc., Piscataway, NJ, USA2000
In virtual human modeling, the shoulder is usually composed of clavicular, scapular and arm segments related by rotational joints. Although the model is improved, the realistic animation of the shoulder is hardly achieved. This is due to the fact that it i ...
Presents an integration framework for heterogeneous motion generators. The objective is to outline issues that are currently easily solved in the professional post-processing systems used in film and game production but which cannot be transposed “as ...
Motion capture systems usually work in conjunction with complex 3D applications, such as 3D Studio Max by Kinetix or Maya by Alias/Wavefront. Once models have been created in these applications, motion capture systems provide the necessary data input to an ...
Motion capture has been adopted for the production of highly realistic movements, as well as for the clinical analysis of pathological motion. In both cases, a skeleton model has to be identified to derive the joint motion. The optical technology has gaine ...
In this paper, we present a new method for solving the Motion Retargeting Problem, by using an intermediate skeleton. This allows us to convert movements between hierarchically and geometrically different characters. An Inverse Kinematics engine is then us ...
We present a new method for solving the motion retargeting problem, by using an intermediate skeleton. This allows us to convert movements between hierarchically and geometrically different characters. An inverse kinematics engine is then used to enforce C ...
The challenge in virtual human modeling is to achieve the representation of the main human characteristics with as much realism as possible. Such achievements would allow the simulation and/or analysis of many virtual situations involving humans. Simulatio ...
Synthetic modeling of human bodies and the simulation of motion is a long-standing problem in animation and much work is involved before a near-realistic performance can be achieved. At present, it takes an experienced designer a very long time to build a ...