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Computer Animation for Articulated 3D Characters

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overhead is small. Motion data analysis and processing is particularly important<br />

with the advent of movement capture methods from 2D video images, especially<br />

if the movement is extracted from general purpose video material where motions<br />

are not executed separately and expressively, with motion capture in mind.<br />

We need qualitative analysis to break captured movements (regardless from the<br />

source) into basic movements that represent separate actions, <strong>for</strong> a variety of<br />

combination possibilities, together with animation data qualitative variation<br />

based on movement parameters and psychological (mood, emotion) factors to<br />

simulate compelling animations <strong>for</strong> agent and avatar <strong>3D</strong> characters.<br />

Regarding the actual motion analysis and alteration methods, many options<br />

exist. However, in the light of possibly using complex movement data captured<br />

from video sources, an obvious choice would be a motion segmentation method<br />

based on motion curve parameters, where the derivatives show movement endpoints,<br />

making the separation of movement sequences into basic movements<br />

possible. However, this method would have to be extended to extract the overlapping<br />

movement sequences of video based movement capture data, since in<br />

that case the movements are most likely mixed.<br />

References<br />

[1] Kenji Amaya, Armin Bruderlin, and Tom Calvert. Emotion from Motion.<br />

In Graphics Interface ’96, 1996.<br />

[2] Amaury Aubel, Ronan Boulic, and Daniel Thalmann. Animated Impostors<br />

<strong>for</strong> Real-Time Display of Numerous Virtual Humans. In Virtual Worlds<br />

’98, pages 14–28, 1998.<br />

[3] Norman I. Badler, Rama Bindiganavale, Juliet Bourne, Jan Allbeck, Jianping<br />

Shi, and Martha Palmer. Real Time Virtual Humans. In Proceedings<br />

of International Conference on Digital Media Futures ’99. British <strong>Computer</strong><br />

Society, 1999.<br />

[4] Norman I. Badler, Diane Chi, and Sonu Chopra. Virtual Human <strong>Animation</strong><br />

Based on Movement Observation and Cognitive Behavior Models. In<br />

<strong>Computer</strong> <strong>Animation</strong> ’99, pages 128–137, 1999.<br />

[5] Norman I. Badler, Cary B. Phillips, and Bonnie L. Webber. Simulating<br />

Humans: <strong>Computer</strong> Graphics, <strong>Animation</strong>, and Control. Ox<strong>for</strong>d University<br />

Press, 1993.<br />

[6] Srikanth Bandi and Daniel Thalmann. Space discretization <strong>for</strong> efficient<br />

human navigation. In Proc. Eurographics ’98, <strong>Computer</strong> GraphicsForum,<br />

volume 17(3), pages 195–206, 1998.<br />

[7] Y. Bellan, M. Costa, G. Ferrigno, F. Lombardi, L. Macchiarulo, A. Montuori,<br />

E. Pasero, and C. Rigotti. Artificial Neural Networks <strong>for</strong> Motion Emulation<br />

in Virtual Environments. In CAPTECH’98, pages 83–99. Springer,<br />

1998.<br />

[8] Uwe Beyer and Frank Śmieja. A Heuristic Approach to the Inverse Differential<br />

Kinematics Problem. In Journal of Intelligent Robotic Systems:<br />

Theory and Applications, volume 18(4), pages 309–327, 1997.<br />

18

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