Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Leslie Ikemoto

dblp:03/2660 · DBLP profile ↗
← Back
3ranked-venue papers
3as first author
0since 2021 · last 2009
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%
Artificial intelligence
1 paper
Probabilistic and Bayesian machine learning · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.112009
Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009
Computer animation and physical simulation
motion editing
0.112009
Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009
Computer animation and physical simulation › motion modeling
motion prediction
0.112009
Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009
Machine learning › Probabilistic and Bayesian machine learning › stochastic processes
gaussian process
0.012009
Generalizing motion edits with Gaussian processes · ACM Trans. Graph. 2009

Methods — techniques the papers use, named apart from their topics

probabilistic inference · 0.2gaussian process · 0.2full-body IK · 0.2
YearPublicationVenuePosition
2009 Generalizing motion edits with Gaussian processes
abstract
One way that artists create compelling character animations is by manipulating details of a character's motion. This process is expensive and repetitive. We show that we can make such motion editing more efficient by generalizing the edits an animator makes on short sequences of motion to other sequences. Our method predicts frames for the motion using Gaussian process models of kinematics and dynamics. These estimates are combined with probabilistic inference. Our method can be used to propagate edits from examples to an entire sequence for an existing character, and it can also be used to map a motion from a control character to a very different target character. The technique shows good generalization. For example, we show that an estimator, learned from a few seconds of edited example animation using our methods, generalizes well enough to edit minutes of character animation in a high-quality fashion. Learning is interactive: An animator who wants to improve the output can provide small, correcting examples and the system will produce improved estimates of motion. We make this interactive learning process efficient and natural with a fast, full-body IK system with novel features. Finally, we present data from interviews with professional character animators that indicate that generalizing and propagating animator edits can save artists significant time and work.
Leslie Ikemoto, Okan Arikan, David A. Forsyth
ACM Trans. Graph.1
2007 Quick transitions with cached multi-way blends
abstract
We describe a discriminative method for distinguishing natural-looking from unnatural-looking motion. Our method is based on physical and data-driven features of motion to which humans seem sensitive. We demonstrate that our technique is significantly more accurate than current alternatives.
Leslie Ikemoto, Okan Arikan, David A. Forsyth
SI3D1
2006 Knowing when to put your foot down
abstract
Footskate, where a character's foot slides on the ground when it should be planted firmly, is a common artifact resulting from almost any attempt to modify motion capture data. We describe an online method for fixing footskate that requires no manual clean-up. An important part of fixing footskate is determining when the feet should be planted. We introduce an oracle that can automatically detect when foot plants should occur. Our method is more accurate than baseline methods that check the height or speed of the feet. These baseline methods perform especially poorly on noisy or imperfect data, requiring manual fixing. Once trained, our oracle is robust and can be used without manual clean-up, making it suitable for large databases of motion. After the foot plants are detected we use an off-the-shelf inverse kinematics based method to maintain ground contact during each foot plant. Our foot plant detection mechanism coupled with an IK based fixer can be treated as a black box that produces natural-looking motion of the feet, making it suitable for interactive systems. We demonstrate several applications which would produce unrealistic motion without our method.
Leslie Ikemoto, Okan Arikan, David A. Forsyth
SI3D1