When simulating large crowds, it is inevitable that the models and motions of many virtual characters will be cloned. However, the perceptual impact of this trade-off has never be...
Much of the motion capture data used in animations, commercials, and video games is carefully segmented into distinct motions either at the time of capture or by hand after the ca...
Jernej Barbic, Alla Safonova, Jia-Yu Pan, Christos...
Crowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior, control and computational cost. In this paper we present a new a...
In this paper we present a system that can synthesise novel motion sequences from a database of motion capture examples. This is achieved through learning a statistical model from...
ended abstract details previous methods for motion tracking and capture in 3D animation and in particular that of hand motion tracking and capture. Our research aims to enable ges...