Abstract
The reuse of motion capture data is receiving increasing attention in computer animation. This interest is motivated by a wide spectrum of time-critical applications, such as video game development and animation production. This paper gives an overview of various tasks and techniques involved in the reuse of motion capture data in terms of motion authoring pipeline. We assume that whenever the user is asked to build motions, he/she will at first go to retrieve/browse the pre-recorded motions in the motion database, look for the best-fit candidate motion segments/pieces/clips, and manage to adapt them to fit the specified requirements. The two core issues in motion reuse, motion adaptation techniques and motion library construction, are the focus of this review.
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Geng, W., Yu, G. (2003). Reuse of Motion Capture Data in Animation: A Review. In: Kumar, V., Gavrilova, M.L., Tan, C.J.K., L’Ecuyer, P. (eds) Computational Science and Its Applications — ICCSA 2003. ICCSA 2003. Lecture Notes in Computer Science, vol 2669. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-44842-X_63
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DOI: https://doi.org/10.1007/3-540-44842-X_63
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