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dc.contributor.authorFattal, Raananen_US
dc.contributor.authorLischinski, Danien_US
dc.date.accessioned2015-02-21T12:25:26Z
dc.date.available2015-02-21T12:25:26Z
dc.date.issued2006en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2006.00998.xen_US
dc.description.abstractIn this paper we describe a new method for generating and controlling physically-based motion of complex articulated characters. Our goal is to create motion from scratch, where the animator provides a small amount of input and gets in return a highly detailed and physically plausible motion. Our method relieves the animator from the burden of enforcing physical plausibility, but at the same time provides full control over the internal DOFs of the articulated character via a familiar interface. Control over the global DOFs is also provided by supporting kinematic constraints. Unconstrained portions of the motion are generated in real time, since the character is driven by joint torques generated by simple feedback controllers. Although kinematic constraints are satisfied using an iterative search (shooting), this process is typically inexpensive, since it only adjusts a few DOFs at a few time instances. The low expense of the optimization, combined with the ability to generate unconstrained motions in real time yields an efficient and practical tool, which is particularly attractive for high inertia motions with a relatively small number of kinematic constraints.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titlePose Controlled Physically Based Motionen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume25en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2006.00998.xen_US
dc.identifier.pages777-787en_US


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