Production and Playback of Human Figure Motion for Visual Simulation
Date of this Version
ACM Transactions on Modeling and Computer Simulation
We describe a system for off-line production and real-time playback of motion for articulated human figures in 3D virtual environments. The key notions are (1) the logical storage of full-body motion in posture graphs which provides a simple motion access method for playback, and (2) mapping the motions of higher DOF figures to lower DOF figures to provide human models at several levels of detail, both in geometry and articulation, for later playback. We present our system in the context of a simple problem: Animating human figures in a distributed simulation, using DIS protocols for communicating the human state information. We also discuss several related techniques for real-time animation of articulated figures in visual simulation.
© ACM 1995. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in ACM Transactions on Modeling and Computer Simulation, http://dx.doi.org/10.1145/10.1145/217853.217856
animation, posture graphs, real-time animation, multi-resolution motion, visual simulation
Granieri, J. P., Crabtree, J., & Badler, N. I. (1995). Production and Playback of Human Figure Motion for Visual Simulation. ACM Transactions on Modeling and Computer Simulation, 5 (3), 222-241. http://dx.doi.org/10.1145/217853.217856
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Date Posted: 13 January 2016
This document has been peer reviewed.