Relationship Descriptors for Interactive Motion Adaptation

Rami Ali Al-Asqhar, Taku Komura, Myung Geol Choi

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract / Description of output

This paper presents an interactive motion adaptation scheme for close interactions between skeletal characters and mesh structures, such as moving through restricted environments, and manipulating objects. This is achieved through a new spatial relationship-based representation, which describes the kinematics of the body parts by the weighted sum of translation vectors relative to points selectively sampled over the surfaces of the mesh structures. In contrast to previous discrete representations that either only handle static spatial relationships, or require offline, costly optimization processes, our continuous framework smoothly adapts the motion of a character to large updates of the mesh structures and character morphologies on-the-fly, while preserving the original context of the scene. The experimental results show that our method can be used for a wide range of applications, including motion retargeting, interactive character control and deformation transfer for scenes that involve close interactions. Our framework is useful for artists who need to design animated scenes interactively, and modern computer games that allow users to design their own characters, objects and environments.
Original languageEnglish
Title of host publicationProceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Place of PublicationNew York, NY, USA
PublisherACM
Pages45-53
Number of pages9
DOIs
Publication statusPublished - Jul 2013

Publication series

NameSCA '13
PublisherACM

Keywords / Materials (for Non-textual outputs)

  • motion adaptation, motion editing, motion retargeting

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