Real-Time Full-Body Pose Synthesis and Editing

Edmond Shu Lim Ho*, Pong Chi Yuen

*Corresponding author for this work

Research output: Chapter in book/report/conference proceedingChapterpeer-review

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
EditorsBertram Müller, Sebastian I. Wolf
PublisherSpringer Cham
Pages1959-1974
Number of pages16
Edition1st
ISBN (Electronic)9783319144184
ISBN (Print)9783319144177, 9783319144191
DOIs
Publication statusPublished - 5 Apr 2018

Scopus Subject Areas

  • General Engineering
  • General Medicine
  • General Computer Science

User-Defined Keywords

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

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