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Motion capture-driven simulations that hit and react

Published:21 July 2002Publication History

ABSTRACT

Controllable, reactive human motion is essential in many video games and training environments. Characters in these applications often perform tasks based on modified motion data, but response to unpredicted events is also important in order to maintain realism. We approach the problem of motion synthesis for interactive, humanlike characters by combining dynamic simulation and human motion capture data. Our control systems use trajectory tracking to follow motion capture data and a balance controller to keep the character upright while modifying sequences from a small motion library to accomplish specified tasks, such as throwing punches or swinging a racket. The system reacts to forces computed from a physical collision model by changing stiffness and damping terms. The freestanding, simulated humans respond automatically to impacts and smoothly return to tracking. We compare the resulting motion with video and recorded human data.

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    • Published in

      cover image ACM Conferences
      SCA '02: Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
      July 2002
      203 pages
      ISBN:1581135734
      DOI:10.1145/545261

      Copyright © 2002 ACM

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      Publication History

      • Published: 21 July 2002

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      SCA '02 Paper Acceptance Rate22of53submissions,42%Overall Acceptance Rate183of487submissions,38%

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