Exaggerating Character Motions Using Sub-Joint Hierarchy

dc.contributor.authorKwon, Ji-yongen_US
dc.contributor.authorLee, In-Kwonen_US
dc.date.accessioned2015-02-21T13:15:38Z
dc.date.available2015-02-21T13:15:38Z
dc.date.issued2008en_US
dc.description.abstractMotion capture cannot generate cartoon-style animation directly. We emulate the rubber-like exaggerations common in traditional character animation as a means of converting motion capture data into cartoon-like movement. We achieve this using trajectory-based motion exaggeration while allowing the violation of link-length constraints. We extend this technique to obtain smooth, rubber-like motion by dividing the original links into shorter sub-links and computing the positions of joints using Bezier curve interpolation and a mass-spring simulation. This method is fast enough to be used in real time.en_US
dc.description.number6en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01177.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages1677-1686en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2008.01177.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleExaggerating Character Motions Using Sub-Joint Hierarchyen_US
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