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Issue No. 11 - Nov. (2012 vol. 18)
ISSN: 1077-2626
pp: 1979-1991
Juncong Lin , Software Sch., Xiamen Univ., Xiamen, China
T. Igarashi , Dept. of Comput. Sci., Univ. of Tokyo, Tokyo, Japan
Jun Mitani , Dept. of Comput. Sci., Univ. of Tsukuba, Tsukuba, Japan
Minghong Liao , Software Sch., Xiamen Univ., Xiamen, China
Ying He , Sch. of Comput. Eng., Nanyang Technol. Univ., Singapore, Singapore
Character pose design is one of the most fundamental processes in computer graphics authoring. Although there are many research efforts in this field, most existing design tools consider only character body structure, rather than its interaction with the environment. This paper presents an intuitive sketching interface that allows the user to interactively place a 3D human character in a sitting position on a chair. Within our framework, the user sketches the target pose as a 2D stick figure and attaches the selected joints to the environment (e.g., the feet on the ground) with a pin tool. As reconstructing the 3D pose from a 2D stick figure is an ill-posed problem due to many possible solutions, the key idea in our paper is to reduce solution space by considering the interaction between the character and environment and adding physics constraints, such as balance and collision. Further, we formulated this reconstruction into a nonlinear optimization problem and solved it via the genetic algorithm (GA) and the quasi-Newton solver. With the GPU implementation, our system is able to generate the physically correct and visually pleasing pose at an interactive speed. The promising experimental results and user study demonstrates the efficacy of our method.
virtual reality, genetic algorithms, graphical user interfaces, graphics processing units, image reconstruction, nonlinear programming, pose estimation, graphics processing unit, sketching interface, sitting pose design, virtual environment, character pose design, computer graphics authoring, character body structure, 3D human character, 2D stick figure, 3D pose reconstruction, nonlinear optimization problem, genetic algorithm, quasi-Newton solver, GPU implementation, Joints, Three dimensional displays, Educational institutions, Bones, Switches, Mathematical model, Equations, GPU, Sketching interface, sitting pose design, virtual environment, genetic algorithm, quasi-Newton solver

Minghong Liao, J. Mitani, T. Igarashi, Juncong Lin and Ying He, "A Sketching Interface for Sitting Pose Design in the Virtual Environment," in IEEE Transactions on Visualization & Computer Graphics, vol. 18, no. , pp. 1979-1991, 2012.
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