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Real-time control of three-dimensional avatars is an important problem in the context of computer games and virtual environments. Avatar animation and control is difficult, however, because a large repertoire of avatar behaviors must be made available, and the user must be able to select from this set of behaviors, possibly with a low-dimensional input(More)
This paper presents a technique for adapting existing motion of a human-like character to have the desired features that are specified by a set of constraints. This problem can be typically formulated as a spacetime constraint problem. Our approach combines a hierarchical curve fitting technique with a new inverse kinematics solver. Using the kinematics(More)
Computer puppetry maps the movements of a performer to an animated character in real-time. In this article, we provide a comprehensive solution to the problem of transferring the observations of the motion capture sensors to an animated character whose size and proportion may be different from the performer's. Our goal is to map as many of the(More)
Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set(More)
Typical high-level directives for locomotion of human-like characters are useful for interactive games and simulations as well as for off-line production animation. In this paper, we present a new scheme for planning natural-looking locomotion of a biped figure to facilitate rapid motion prototyping and task-level motion generation. Given start and goal(More)
Capturing live motion has gained considerable attention in computer animation as an important motion generation technique. Canned motion data comprise both position and orientation components. Although a great deal of signal processing methods are available for manipulating position data, the majority of these methods cannot be generalized easily to(More)
We present a physics-based approach to generate 3D biped character animation that can react to dynamical environments in real time. Our approach utilizes an inverted pendulum model to online adjust the desired motion trajectory from the input motion capture data. This online adjustment produces a physically plausible motion trajectory adapted to dynamic(More)
Animating human-like characters is a recurring issue in computer graphics. Recently, capturing live motion has become one of the most promising technologies in character animation. Due to the success of this technology, realistic and highly detailed motion data are rapidly spread in computer graphics applications. Crafting animation with such data requires(More)
The present study reports the molecular characterization, cloning, expression, and biochemical characterization of alpha-amylase identified from the disk abalone, Haliotis discus discus cDNA library. The full length of the alpha-amylase cDNA was 1650 bp, and it encoded a polypeptide of 511 amino acids. The predicted HdAmyI molecular mass of mature protein(More)
We propose 2D stick figures as a unified medium for visualizing and searching for human motion data. The stick figures can express a wide range or human motion, and they are easy to be drawn by people without any professional training. In our interface, the user can browse overall motion by viewing the stick figure images generated from the database and(More)