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 language | English |
|---|---|
| Title of host publication | Handbook of Human Motion |
| Publisher | Springer |
| Pages | 1-16 |
| Number of pages | 16 |
| ISBN (Electronic) | 978-3-319-30808-1 |
| DOIs | |
| Publication status | Published - 17 Dec 2016 |
UN SDGs
This output contributes to the following UN Sustainable Development Goals (SDGs)
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SDG 3 Good Health and Well-being
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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