Victor B. Zordan

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Controllable, reactive human motion is essential in many video games and training environments. Characters in these applications often perform tasks based on modified motion data, but response to unpredicted events is also important in order to maintain realism. We approach the problem of motion synthesis for interactive, humanlike characters by combining(More)
We demonstrate a real-time simulation system capable of automatically balancing a standing character, while at the same time tracking a reference motion and responding to external perturbations. The system is general to non-human morphologies and results in natural balancing motions employing the entire body (for example, wind-milling). Our novel balance(More)
Human motion capture embeds rich detail and style which is difficult to generate with competing animation synthesis technologies. However, such recorded data requires principled means for creating responses in unpredicted situations, for example reactions immediately following impact. This paper introduces a novel technique for incorporating unexpected(More)
Data-driven animation has become the industry standard for computer games and many animated movies and special effects. In particular, motion capture data recorded from live actors, is the most promising approach offered thus far for animating realistic human characters. However, the manipulation of such data for general use and re-use is not yet a solved(More)
Animated human characters in everyday scenarios must interact with the environment using their hands. Captured human motion can provide a database of realistic examples. However, examples involving contact are difficult to edit and retarget; realism can suffer when a grasp does not appear secure or when an apparent impact does not disturb the hand or the(More)
Animation of the breath has been largely ignored by the graphics community, even though it is a signature movement of the human body and an indicator for lifelike motion. In this paper, we present an anatomically inspired, physically based model of the human torso for the visual simulation of respiration using a mixed system of rigid and deformable parts.(More)
We describe and compare two implemented controllers for Adonis a physically simulated humanoid torso one based on joint space torques and the other on convergent force elds applied to the hands The two come from di erent application domains the former is a common approach in manipulator robotics and graphics while the latter is inspired by biological limb(More)
Time series motifs are approximately repeated patterns foundwithin the data. Such motifs have utility for many data mining algorithms, including rule-discovery,novelty-detection, summarization and clustering. Since the formalization of the problem and the introduction of efficient linear time algorithms, motif discovery has been successfully applied tomany(More)
We present a novel technique for generating animation of laughter for a character. Our approach utilizes an anatomically inspired, physics-based model of a human torso that includes a mix of rigid-body and deformable components and is driven by Hill-type muscles. We propose a hierarchical control method which synthesizes laughter from a simple set of input(More)
Character animations produced with motion capture data have many of the stylistic details seen in human motion while those generated with simulation are physically realistic for the dynamic parameters of the character. We combine these two approaches by tracking and modifying human motion capture data using dynamic simulation and constraints. The tracking(More)