Abstract:
Two human motions can be linearly interpolated to produce a new motion,
giving the animator control over the length of a jump, the speed of walking,
or the height of a kick. Over the past ten years, this simple technique
has been shown to produce surprisingly natural looking results. In this
paper, we analyze the motions produced by this technique for physical correctness
and suggest small modifications to the standard interpolation technique
that in some circumstances will produce significantly more natural looking
motion.
Publication:
Alla Safonova and Jessica K. Hodgins, "Analyzing the physical correctness
of interpolated human motion", ACM Siggraph/Eurographics Symposium
on Computer Animation ( SCA '05), 171-180, August, 2005
[BibTex]
Supported in part by the NSF under Grant IIS-0205224 and IIS-0326322