Angular Momentum Guided Motion Concatenation

Angular Momentum Guided Motion Concatenation

Abstract

In this paper, we propose a new method to concatenate two dynamic full-body motions such as punches, kicks and flips by using the angular momentum as a cue. Through the observation of real humans, we have identified two patterns of angular momentum that make the transition of such motions efficient. Based on these observations, we propose a new method to concatenate two full-body motions in a natural manner. Our method is useful for applications where dynamic, full-body motions are required, such as 3D computer games and animations.

Publication

Hubert P. H. Shum, Taku Komura and Pranjul Yadav,
"Angular Momentum Guided Motion Concatenation",
Computer Animation and Virtual Worlds (CAVW) - Proceedings of the 2009 International Conference on Computer Animation and Social Agents (CASA)

Citation=8## IF=0.644#

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References

BibTeX

@article{shum09angular,
 author={Shum, Hubert P. H. and Komura, Taku and Yadav, Pranjul},
 journal={Computer Animation and Virtual Worlds},
 title={Angular Momentum Guided Motion Concatenation},
 year={2009},
 volume={20},
 number={2--3},
 pages={385--394},
 numpages={10},
 doi={10.1002/cav.v20:2/3},
 issn={1546-4261},
 publisher={John Wiley and Sons Ltd.},
 Address={Chichester, UK},
}

EndNote/RefMan

TY  - JOUR
AU  - Shum, Hubert P. H.
AU  - Komura, Taku
AU  - Yadav, Pranjul
T2  - Computer Animation and Virtual Worlds
TI  - Angular Momentum Guided Motion Concatenation
PY  - 2009
VL  - 20
IS  - 2--3
SP  - 385
EP  - 394
DO  - 10.1002/cav.v20:2/3
SN  - 1546-4261
PB  - John Wiley and Sons Ltd.
ER  - 

Plain Text

Hubert P. H. Shum, Taku Komura and Pranjul Yadav, "Angular Momentum Guided Motion Concatenation," Computer Animation and Virtual Worlds, vol. 20, no. 2--3, pp. 385-394, John Wiley and Sons Ltd., 2009.

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Last update: 19/02/2020