Real-time full-body pose synthesis and editing

Ho, E. S.L. and Yuen, P. C. (2018) Real-time full-body pose synthesis and editing. In: Müller, B. and Wolf, S. I. (eds.) Handbook of Human Motion. Springer, pp. 1959-1974. ISBN 9783319144184 (doi: 10.1007/978-3-319-14418-4_8.)

Full text not currently available from Enlighten.

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.

Item Type:Book Sections
Status:Published
Glasgow Author(s) Enlighten ID:Ho, Dr Edmond S. L
Authors: Ho, E. S.L., and Yuen, P. C.
College/School:College of Science and Engineering > School of Computing Science
Publisher:Springer
ISBN:9783319144184
Related URLs:

University Staff: Request a correction | Enlighten Editors: Update this record