1996
DOI: 10.1111/1467-8659.1510025
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Scripting Interactive Physically‐Based Motions with Relative Paths and Synchronization

Abstract: This paper presents a novel approach for facilitating the use of physically based models by animators. The idea is to let the user guide motion at a high level of control by giving approximate desired trajectories and synchronization constraints between the objects over time, while a simulation module computes the final motion, dealing with collision detection and response, and enhancing realism. The objects, which are either isolated or components of an articulated structure, are guided through the specificat… Show more

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Cited by 4 publications
(2 citation statements)
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References 17 publications
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“…The work of Lamouret and Gascuel is similar to our system in that they feature rough kinematic trajectories that are loosely followed by a control system [12]. The goals of their work, however, are synchronization of movements, collision handling and object interaction, rather than expressive control of an animation.…”
Section: Computer Animationmentioning
confidence: 99%
“…The work of Lamouret and Gascuel is similar to our system in that they feature rough kinematic trajectories that are loosely followed by a control system [12]. The goals of their work, however, are synchronization of movements, collision handling and object interaction, rather than expressive control of an animation.…”
Section: Computer Animationmentioning
confidence: 99%
“…Instead we provide a general system for animating Our work has similarities to the work of Lamouret and Gascuel [13] who use dynamic controllers to drive motion along kinematically specified paths in space and to synchronize the animation of different objects. However, in their system, articulated figure motion cannot be described through desired joint trajectories thus complicating user control of complex figures.…”
Section: Related Workmentioning
confidence: 99%