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GLEICHER, M. 1998. Retargetting motion to new characters. In Computer Graphics (Proceedings of SIGGRAPH 98), ACM SIGGRAPH, Annual Conference Series, 33--42.

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Combined Partial Motion Clips - Al-Ghreimil, Hahn (2003)   (Correct)

....deal of past research in the area of motion editing leading to the emergence of many motion editing methods. To mention a few, there are those that were applied to the data in the frequency domain [Unu95, Bru95] motion warping [Wit95] and displacement mapping [Bru95] spacetime constraint methods [Wit88, Coh92, Liu94, Gle97, Gle98, Pop99, Lee99], motion space methods (i.e. methods that use collections of motion samples then interpolate between them to generate new motions) Wil97, Guo96, Ros98] differencing [Unu95, Ama96] etc. One can categorize these methods along two dimensions. First, according to the number of motion clips ....

.... [Bru95] e.g. knocking at a different height Warping [Wit95] e.g. hitting a tennis ball at a different height Spacetime [Gle97] Motion Space [Wil97] e.g. reaching to different locations Motion Space [Ros98] e.g. reaching to different heights Retargetting Spacetime [Gle98] Hierarchical curve fitting and IK [Lee99] Physically based transforms [Pop99] Motion spaces could be used although there is no explicit example Locomotion Characteristics Signal Processing [Bru95] e.g. can exaggerate a walk Fourier Representation [Unu95] e.g. change slider to ....

Gleicher, M. "Retargetting Motion to New Characters." In Proceedings of SIGGRAPH


Pro-actively Interactive Evolution for Computer Animation - Lim, Thalmann (1999)   (2 citations)  (Correct)

....a mutation rate indicating the probability that a given motion curve will mutate during reproduction. Notice that the mutation is represented as the difference between two motion curves of the parent and the child. This kind of decoupling the change from the initial one has a number of advantages [6]. First, it simplifies placing constraints on the changes. Secondly, the decoupling allows a representation for , to be freely chosen: even recipe like procedural rules can be used as a generating function for the displacement curve. In our experiments, a Fourier series of only low ....

M. Gleicher. Retargetting Motion to New Characters. Proceedings of SIGGRAPH 98, pp.33-42, 1998.


Using Motion Analysis Techniques for Motion Retargetting - Alexander Savenko Dr (2002)   (Correct)

.... Instead of trying to follow the original trajectories of the end effectors, the algorithm puts some constraints on these end effectors and uses an inverse kinematics (IK) or optimisation solver to find a motion that satisfy these constraints and preserve the original motion as well as possible [3, 4, 5]. These methods are more advanced than the trajectory preserving method. However, they are not perfect too. The bottleneck of these methods is definition of constraints. Some algorithms rely on global constraints (such as feet above the ground constraint) and fail to correct artefacts that cannot ....

M. Gleicher, (1998). "Retargetting motion to new characters", Proceedings of Siggraph '98, 33-42


Motion Texture: A Two-Level Statistical Model for Character.. - Wang, Shum (2002)   (23 citations)  (Correct)

....to generate new animation sequences according to different constraints. Many techniques have been developed to tackle the difficult problem of motion editing. These techniques include motion signal processing [8] human locomotion in Fourier domain [42] motion warping [43] motion retargeting [15, 38], physically based motion transformation [33] and motion editing with a hierarchy of displacement maps [23] More recently, several approaches have been proposed to interactively synthesize human motion by reordering the preprocessed motion capture data [21, 1, 22] To make the edited motion ....

M. Gleicher. Retargetting motion to new characters. In Proceedings of ACM SIGGRAPH 98, pages 33--42, 1998.


A Probabilistic Approach to Planning Biped Locomotion with.. - Choi, Lee, Shin (2001)   (1 citation)  (Correct)

....animations of human like 3D characters in a variety of applications, such as animation films and video games. Efforts have been focused on editing and manipulating live captured motion clips to provide effective ways of adapting motion clips to 1 the desired constraints specified by animators [7, 10, 27, 37, 41, 43]. However, motion planning with such motion clips has not been explored, yet. An animation scenario is composed of certain tasks, each of which can be fulfilled with a sequence of motions. Task level motion planning with canned motion clips can provide realistic motions at the early stage of the ....

....used Fourier analysis techniques to interpolate and extrapolate motion data in the frequency domain. Lamouret and van de Panne [25] discussed a variety of issues in reusing motion clips. Rose et al. 37] generated seamless transitions between motion clips using spacetime constraints [8] Gleicher [10] simplified the spacetime problem for motion retargetting, that is, adapting a pre existing motion of a character for another character of the same structure and different size. Employing an optimization technique, he was able to achieve an interactive performance for motion editing. To accelerate ....

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M. Gleicher. Retargetting motion to new characters. Computer Graphics (Proc. SIGGRAPH '98), 32:33--42, July 1998.


Expression Cloning - Noh, Neumann (2001)   (5 citations)  (Correct)

....used in the case of star shaped models [14] Our approach to finding dense correspondences starts with specific feature matches, followed by a volume morphing and a cylindrical projection. Our work is also motivated by techniques for retargeting full body animations from one character to another [9]. While we consign the creative decisions (how does a cat smile ) to the user s choice of the source animation as in [9] our technique of cloning a facial animation is significantly different in approach from that dealing with articulated body motions. In section 2, we detail the methods used to ....

....matches, followed by a volume morphing and a cylindrical projection. Our work is also motivated by techniques for retargeting full body animations from one character to another [9] While we consign the creative decisions (how does a cat smile ) to the user s choice of the source animation as in [9], our technique of cloning a facial animation is significantly different in approach from that dealing with articulated body motions. In section 2, we detail the methods used to create a cloned expression animation, followed by the heuristic rules to automate the correspondence search in section ....

M. Gleicher, Retargetting Motion to New Characters, SIGGRAPH 98 Proceedings, 1998, 33 42


Controllable and Scalable Simulation for Animation - Chenney (2000)   (2 citations)  (Correct)

....[33, 74] could be seen as achieving the same goal for motion, but the technology does not capture higher level behaviors, nor is it clear how to parameterize the motion in a useful way. Some work is proceeding on technology for modifying motion capture data in order to achieve specific goals [33, 34, 74], which may be a first step in automated modeling. However, it leaves open the problem of capturing higher level interaction and decision making behaviors. Regardless of how a realistic simualtion model is acquired, we would like incorporate a culling strategy into that model. For instance, given ....

Michael Gleicher. Retargetting motion to new characters. In Computer Graphics, Proceedings of SIGGRAPH 98, pages 33--42. ACM SIGGRAPH, 1998.


Real-Time Virtual Cables Based On Kinematic Simulation - Hergenröther, Dähne (2000)   (1 citation)  (Correct)

....element method cannot guarantee length invariance. A software product, based on [Belytschko77] uses a finite element method for the simulation of cable and hoses. Another simulation method is the inverse kinematics on joint chains. This method is not only popular for articulated figure animation [Gleicher98]. Singh and Fiume used it to animate the deformations of 2D bodies [Singh98] This has led to our idea to develop a simulation procedure based on kinematics, because it is an effective way to ensure a constant length. With this method the physical characteristics like weight and rigidity are not ....

Gleicher, M.: Retargetting Motion to New Characters, Siggraph 98


Style Translation for Human Motion - Hsu, Pulli, Popovic (2005)   (Correct)

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GLEICHER, M. 1998. Retargetting motion to new characters. In Computer Graphics (Proceedings of SIGGRAPH 98), ACM SIGGRAPH, Annual Conference Series, 33--42.


Video Completion by Motion Field Transfer - Takaaki Shiratori Yasuyuki (2006)   (Correct)

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M. Gleicher. Retargetting motion to new characters. In SIGGRAPH 98, pages 33--42, 1998. 2


Detecting Dance Motion Structure through Music Analysis - Shiratori, Nakazawa, Ikeuchi (2004)   (Correct)

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M. Gleicher. Retargetting motion to new character. In Proc. of ACM SIGGRAPH 1998.


Animation of Humanlike Characters: Dynamic Motion Filtering.. - Pollard, Reitsma (2001)   (3 citations)  (Correct)

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M. Gleicher. Retargetting motion to new characters. In SIGGRAPH 98 Proceedings, Annual Conference Series. ACM SIGGRAPH, ACM Press, August 1998.


Jovan Popovi C - Massachusetts Institute Of   (Correct)

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GLEICHER, M. 1998. Retargetting motion to new characters. In Computer Graphics (Proceedings of SIGGRAPH 98). Annual Conference Series. ACM SIGGRAPH, 33--42.


Detecting Dance Motion Structure Using Motion Capture.. - SHIRATORI, NAKAZAWA.. (2004)   (Correct)

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M. Gleicher. Retargetting motion to new character. In Proc. of ACM SIGGRAPH


A Grasp-based Motion Planning Algorithm for Intelligent.. - Animation By Maciej (1999)   (Correct)

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Michael Gleicher. Retargetting motion to new characters. In Computer Graphics Proceedings, Annual Conference Series, pages 33--42. SIGGRAPH, 1998.


A Grasp-based Motion Planning Algorithm for Character Animation - Kalisiak, Panne (2001)   (2 citations)  (Correct)

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Michael Gleicher. Retargetting motion to new characters. In Computer Graphics Proceedings, Annual Conference Series, pages 33--42. SIGGRAPH, 1998.


Motion Editing with Prioritized Constraints - Ronan Boulic Benot   (Correct)

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Gleicher M. Retargetting Motion to New Characters. Proc. of SIGGRAPH'98, pp 33-42.


Research Problems for Creating Digital Actors - Ko, Choi, Choi, Tak, Choe, Song (2003)   (Correct)

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M. Gleicher. Retargetting motion to new characters. In Proceedings of ACM SIGGRAPH 98, Computer Graphics Proceedings, pages 33--42. ACM, ACM Press / ACM SIGGRAPH, 1998. 6


A Desktop Input Device and Interface for Interactive 3D.. - Oore, Terzopoulos.. (2002)   (3 citations)  (Correct)

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Michael Gleicher. Retargetting motion to new characters. In Proceedings of SIGGRAPH 98, pages 33--42. ACM SIGGRAPH, 1998.


Local Physical Models for Interactive Character Animation - Oore, Terzopoulos, Hinton (2002)   (1 citation)  (Correct)

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M. Gleicher. Retargetting motion to new characters. In Proceedings of SIGGRAPH 98, pages 33--42. ACM Press, 1998.


Eurographics/SIGGRAPH Symposium on Computer Animation (2003) - Breen Lin Editors (2003)   (Correct)

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M. Gleicher. Retargetting Motion to New Characters. 33--42, 1998.


Animation of Humanlike Characters: Dynamic Motion Filtering.. - Pollard, Reitsma (2001)   (3 citations)  (Correct)

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M. Gleicher. Retargetting motion to new characters. In SIGGRAPH 98 Proceedings, Annual Conference Series. ACM SIGGRAPH, ACM Press, August 1998.


Directable Motion Texture Synthesis - Ashley Michelle Eden   (Correct)

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Gleicher, M. Retargetting motion to new characters. Proceedings of SIGGRAPH 98 (July 1998), 33--42.


Three Applications of Optimization in Computer Graphics - Smith (2003)   (Correct)

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Michael Gleicher. Retargetting motion to new characters. In Proceedings of the 25th annual conference on Computer graphics and interactive techniques, pages 33--42, 1998.


Attaching Physiological Effects to Motion-Captured Data - Taku Komura Image (2001)   (Correct)

No context found.

M Gleicher. Retargetting motion to new characters. Computer Graphicsi Proceedings (Proceedings of SIGGRAPH98), pages 33--42, 1998.

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