{"title":"具有时空约束的运动编辑","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":"{\"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}","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}
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.