{"title":"Motion editing with spacetime constraints","authors":"Michael Gleicher","doi":"10.1145/253284.253321","DOIUrl":null,"url":null,"abstract":"In this paper, we present a method for editing a pre-existing motion such that it meets new needs yet preserves as much of the original quality as possible. Our approach enables the user to interactively position characters using direct manipulation. A spacetime constraints solver finds these positions while considering the entire motion. This paper discusses the three central challenges of creating such an approach: defining a constraint formulation that is rich enough to be effective, yet simple enough to afford fast solution; providing a solver that is fast enough to solve the constraint problems at interactive rates; and creating an interface that allows users to specify and visualize changes to entire motions. We present examples with a prototype system that permits interactive motion editing for articulated 3D characters on personal computers. I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism – Animation; I.3.6 [Computer Graphics]: Methodology and Techniques Interaction Techniques; G.1.6 [Numerical Analysis]: Optimization. Spacetime Constraints, Motion Displacement Mapping.","PeriodicalId":308950,"journal":{"name":"Proceedings of the 1997 symposium on Interactive 3D graphics","volume":"13 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"320","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 1997 symposium on Interactive 3D graphics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/253284.253321","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 320
Abstract
In this paper, we present a method for editing a pre-existing motion such that it meets new needs yet preserves as much of the original quality as possible. Our approach enables the user to interactively position characters using direct manipulation. A spacetime constraints solver finds these positions while considering the entire motion. This paper discusses the three central challenges of creating such an approach: defining a constraint formulation that is rich enough to be effective, yet simple enough to afford fast solution; providing a solver that is fast enough to solve the constraint problems at interactive rates; and creating an interface that allows users to specify and visualize changes to entire motions. We present examples with a prototype system that permits interactive motion editing for articulated 3D characters on personal computers. I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism – Animation; I.3.6 [Computer Graphics]: Methodology and Techniques Interaction Techniques; G.1.6 [Numerical Analysis]: Optimization. Spacetime Constraints, Motion Displacement Mapping.