Real-Time Full-Body Pose Synthesis and Editing

Edmond Ho, Pong C. Yuen

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Posing character has always been playing an important role in character animation and interactive applications such as computer games. However, such a task is time-consuming and labor-intensive. In order to improve the efficiency in character posing, researchers in computer graphics have been working on a wide variety of semi- or fully automatic approaches in creating full-body poses, ranging from traditional approaches like inverse kinematics (IK), data-driven approaches which make use of captured motion data, as well as direct pose manipulation through intuitive interfaces. In this book chapter, we will introduce the aforementioned techniques and also discuss their applications in animation production.
Original languageEnglish
Title of host publicationHandbook of Human Motion
PublisherSpringer
Pages1-16
Number of pages16
ISBN (Electronic)978-3-319-30808-1
DOIs
Publication statusPublished - 17 Dec 2016

Keywords

  • Pose synthesis
  • Pose editing
  • Inverse kinematics
  • Motion retargeting
  • Motion blending
  • Jacobian-based IK
  • Cyclic coordinate decent
  • Collision avoidance
  • Data-driven pose synthesis

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