Tracking and Modifying Upper-body Human Motion Data with Dynamic Simulation

  • Victor B. Zordan
  • Jessica K. Hodgins
Part of the Eurographics book series (EUROGRAPH)


Character animations produced with motion capture data have many of the stylistic details seen in human motion while those generated with simulation are physically realistic for the dynamic parameters of the character. We combine these two approaches by tracking and modifying human motion capture data using dynamic simulation and constraints. The tracking system generates motion that is appropriate for the graphical character while maintaining characteristics of the original human motion. The system imposes contact and task constraints to add dynamic impacts for interactions with the environment and to modify motions at the behavior level. The system is able to edit motion data to account for changes in the character and the environment as well as create smooth transitions between motion capture sequences. We demonstrate the power of combining these two approaches by tracking data for a variety of upper-body motions and by animating models with differing kinematic and dynamic parameters.


Joint Angle Motion Capture Computer Animation Tracking Controller Motion Capture Data 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Norman I. Badler, Cary B. Phillips, and Bonnie Lynn Webber. Simulating Humans: Computer Graphics Animation and Control. Oxford University Press, New York, 1993.Google Scholar
  2. 2.
    Bobby Bodenheimer, Charles Rose, Seth Rosenthal, and John Pella. The process of motion capture: Dealing with the data. In Computer Animation and Simulation ’97, pages 3–18. Eurographics, Springer-Verlag, September 1997.CrossRefGoogle Scholar
  3. 3.
    Armin Bruderlin and Thomas W. Calvert. Goal-directed, dynamic animation of human walking. In Proceedings of SIGGRAPH ’89, volume 23, pages 233–242. ACM SIGGRAPH, July 1989.Google Scholar
  4. 4.
    Michael Gleicher. Retargeting motion to new characters. In Michael Cohen, editor, SIGGRAPH 98 Conference Proceedings, Annual Conference Series, pages 33–42. ACM SIGGRAPH, Addison Wesley, July 1998.CrossRefGoogle Scholar
  5. 5.
    Michael Gleicher and Peter Litwinowicz. Constraint-based motion adaptation. The Journal of Visualization and Computer Animation, 9(2):65–94, 1998.CrossRefGoogle Scholar
  6. 6.
    Jessica K. Hodgins, Wayne L. Wooten, David C. Brogan, and James F. O’Brien. Animating human athletics. In Proceedings of SIGGRAPH ’95, pages 71–78. ACM SIGGRAPH, August 1995.CrossRefGoogle Scholar
  7. 7.
    James O’Brien, Victor Zordan, and Jessica Hodgins. Combining active and passive simulations for secondary motion. Technical Report GIT-GVU-97–01, Georgia Institute of Technology, January 1997.Google Scholar
  8. 8.
    Dinesh Pai. Programming anthropoid walking: Control and simulation. Technical Report 90–1178, Cornell Computer Science, 1990.Google Scholar
  9. 9.
    Zoran Popovic and Andrew Witkin. Physically based motion transformation. In Proceedings of SIGGRAPH 95. ACM SIGGRAPH, August 1999.Google Scholar
  10. 10.
    Charles Rose, Michael Cohen, and Bobby Bodenheimer. Verbs and adverbs: Multidimensional motion interpolation. IEEE Computer Graphics and Applications, 18(5):32–40, 1998.CrossRefGoogle Scholar
  11. 11.
    Charles Rose, Brian Guenter, Bobby Bodenheimer, and Michael F. Cohen. Efficient generation of motion transitions using spacetime constraints. In Proceedings of SIGGRAPH ’96, pages 147–154. ACM SIGGRAPH, August 1996.CrossRefGoogle Scholar
  12. 12.
    Symbolic Dynamics Inc. SD/Fast User s Manual. 1990.Google Scholar
  13. 13.
    D. Tang, J. T. Ngo, and J. Marks. N-body spacetime constraints. The Journal of Visualization and Computer Animation, 6(3):143–154, 1995.CrossRefGoogle Scholar
  14. 14.
    Munetoshi Unuma, Ken Anjyo, and Ryozo Takeuchi. Fourier principles for emotion-based human figure animation. In Proceedings of SIGGRAPH ’95, pages 91–96. ACM SIGGRAPH, August 1995.CrossRefGoogle Scholar
  15. 15.
    Michiel van de Panne and Eugene Fiume. Sensor-actuator networks. In Proceedings of SIGGRAPH ’93, pages 335–342. ACM SIGGRAPH, August 1993.CrossRefGoogle Scholar
  16. 16.
    Michiel van de Panne and Alexis Lamouret. Guided optimization for balanced locomotion. In Computer Animation and Simulation ’95, pages 165–177. Eurographics, Springer-Verlag, September 1995.CrossRefGoogle Scholar
  17. 17.
    Alan Watt and Mark Watt. Advanced Animation and Rendering Techniques. Addison-Wesley, 1994.Google Scholar
  18. 18.
    Douglas J. Wiley and James K. Hahn. Interpolation synthesis for articulated figure motion. In Proceedings of IEEE Virtual Reality Annual International Symposium, pages 156–160, March 1997.CrossRefGoogle Scholar
  19. 19.
    Andrew Witkin and Michael Kass. Spacetime constraints. In Proceedings of SIGGRAPH ’88, pages 159–168. ACM SIGGRAPH, August 1988.CrossRefGoogle Scholar
  20. 20.
    Andrew Witkin and Zoran Popovic. Motion warping. In Proceedings of SIGGRAPH 95, pages 105–108. ACM SIGGRAPH, August 1995.CrossRefGoogle Scholar
  21. 21.
    Wayne L. Wooten. Simulation of Leaping, Tumbling, Landing, and Balancing Humans. Ph.D. Thesis, Georgia Institute of Technology, 1998.Google Scholar

Copyright information

© Springer-Verlag Wien 1999

Authors and Affiliations

  • Victor B. Zordan
    • 1
  • Jessica K. Hodgins
    • 1
  1. 1.College of Computing and Graphics, Visualization, and Usability CenterGeorgia Institute of TechnologyAtlantaUSA

Personalised recommendations