최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기컴퓨터그래픽스학회논문지 = Journal of the Korea Computer Graphics Society, v.28 no.2, 2022년, pp.29 - 41
김정호 (한양대학교 일반대학원 컴퓨터소프트웨어학과) , 강다은 (한양대학교 일반대학원 컴퓨터소프트웨어학과) , 이윤상 (한양대학교 일반대학원 컴퓨터소프트웨어학과) , 권태수 (한양대학교 일반대학원 컴퓨터소프트웨어학과)
In this paper, we introduce a novel real-time, interactive animation system which uses real-time motion inputs from a low-cost motion-sensing device Kinect. Our system generates interaction motions between the user character and the counterpart character in real-time. While the motion of the user ch...
Z. Zhang, "Microsoft kinect sensor and its effect," IEEE multimedia, vol. 19, no. 2, pp. 4-10, 2012.
A. Zabatani, V. Surazhsky, E. Sperling, S. B. Moshe, O. Menashe, D. H. Silver, Z. Karni, A. M. Bronstein, M. M. Bronstein, and R. Kimmel, "Intel® realsense TM sr300 coded light depth camera," IEEE transactions on pattern analysis and machine intelligence, vol. 42, no. 10, pp. 2333-2345, 2019.
T.-h Kim, S. I. Park, and S. Y. Shin, "Rhythmic-motion synthesis based on motion-beat analysis," ACM Transactions on Graphics (TOG), vol. 22, no. 3, pp. 392-401, 2003.
M. R. Jones and M. Boltz, "Dynamic attending and responses to time," Psychological review, vol. 96, no. 3, p. 459, 1989.
E. Hsu, S. Gentry, and J. Popovic, "Example-based control of human motion," in Proceedings of the 2004 ACM SIG-GRAPH/Eurographics symposium on Computer animation, pp. 69-77, 2004.
T. Kwon, Y.-S. Cho, S. I. Park, and S. Y. Shin, "Two-character motion analysis and synthesis," IEEE Transactions on Visualization and Computer Graphics, vol. 14, no. 3, pp. 707-720, 2008.
H. P. Shum, T. Komura, and S. Yamazaki, "Simulating competitive interactions using singly captured motions," in Proceedings of the 2007 ACM symposium on Virtual reality software and technology, pp. 65-72, 2007.
H. P. Shum, T. Komura, and S. Yamazaki, "Simulating interactions of avatars in high dimensional state space," in Proceedings of the 2008 Symposium on interactive 3D Graphics and Games, pp. 131-138, 2008.
H. P. Shum, T. Komura, M. Shiraishi, and S. Yamazaki, "Interaction patches for multi-character animation," ACM transactions on graphics (TOG), vol. 27, no. 5, pp. 1-8, 2008.
H. P. Shum, T. Komura, and S. Yamazaki, "Simulating multiple character interactions with collaborative and adversarial goals," IEEE Transactions on Visualization and Computer Graphics, vol. 18, no. 5, pp. 741-752, 2010.
K. Wampler, E. Andersen, E. Herbst, Y. Lee, and Z. Popovic, "Character animation in two-player adversarial games," ACM Transactions on Graphics (TOG), vol. 29, no. 3, pp. 1-13, 2010.
J. Lee and K. H. Lee, "Precomputing avatar behavior from human motion data," Graphical models, vol. 68, no. 2, pp. 158-174, 2006.
E. S. Ho and T. Komura, "A finite state machine based on topology coordinates for wrestling games," Computer Animation and Virtual Worlds, vol. 22, no. 5, pp. 435-443, 2011.
E. S. Ho and T. Komura, "Character motion synthesis by topology coordinates," Computer Graphics Forum, vol. 28, no. 2. pp. 299-308, 2009.
E. S. Ho, J. C. Chan, T. Komura, and H. Leung, "Interactive partner control in close interactions for real-time applications," ACM Transactions on Multimedia Computing, Communications, and Applications (TOMM), vol. 9, no. 3, pp. 1-19, 2013.
E. S. Ho, T. Komura, and C.-L. Tai, "Spatial relationship preserving character motion adaptation," ACM Transactions on Graphics (TOG), vol. 29, no. 4, pp. 1-8, 2010.
R. Kulpa, F. Multon, and B. Arnaldi, "Morphology-independent representation of motions for interactive humanlike animation," Computer Graphics Forum, vol. 24, no. 3, pp. 343-351, 2005.
L. Kovar, M. Gleicher, "Automated extraction and parameterization of motions in large data sets," ACM Transactions on Graphics (TOG), vol. 23, no. 3, pp. 559-568, 2004.
J. Kim, Y. Seol, H. Kim, and T. Kwon, "Interactive character posing with efficient collision handling," Computer Animation and VirtualWorlds, vol. 31, no. 3, p. e1923, 2020.
※ AI-Helper는 부적절한 답변을 할 수 있습니다.