Knowing when to put your foot down

Leslie Ikemoto, Okan Arikan, David Alexander Forsyth

Research output: Chapter in Book/Report/Conference proceedingConference contribution

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.

Original languageEnglish (US)
Title of host publicationProceedings I3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Pages49-53
Number of pages5
StatePublished - Sep 21 2006
EventI3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games - Redwood City, CA, United States
Duration: Mar 14 2006Mar 17 2006

Publication series

NameProceedings of the Symposium on Interactive 3D Graphics
Volume2006

Other

OtherI3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
CountryUnited States
CityRedwood City, CA
Period3/14/063/17/06

Fingerprint

Inverse kinematics
Data acquisition

Keywords

  • Foot plant detection
  • Footskate
  • Motion synthesis

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

Cite this

Ikemoto, L., Arikan, O., & Forsyth, D. A. (2006). Knowing when to put your foot down. In Proceedings I3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (pp. 49-53). (Proceedings of the Symposium on Interactive 3D Graphics; Vol. 2006).

Knowing when to put your foot down. / Ikemoto, Leslie; Arikan, Okan; Forsyth, David Alexander.

Proceedings I3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2006. p. 49-53 (Proceedings of the Symposium on Interactive 3D Graphics; Vol. 2006).

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Ikemoto, L, Arikan, O & Forsyth, DA 2006, Knowing when to put your foot down. in Proceedings I3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. Proceedings of the Symposium on Interactive 3D Graphics, vol. 2006, pp. 49-53, I3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Redwood City, CA, United States, 3/14/06.
Ikemoto L, Arikan O, Forsyth DA. Knowing when to put your foot down. In Proceedings I3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2006. p. 49-53. (Proceedings of the Symposium on Interactive 3D Graphics).
Ikemoto, Leslie ; Arikan, Okan ; Forsyth, David Alexander. / Knowing when to put your foot down. Proceedings I3d 2006 - ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games. 2006. pp. 49-53 (Proceedings of the Symposium on Interactive 3D Graphics).
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