Real-Time Full-Body Pose Synthesis and Editing

  • Edmond S. L. Ho
  • Pong C. Yuen
Reference work entry


Posing character has always been playing an important role in character animation and interactive applications such as computer games. However, such a task is time-consuming and labor-intensive. In order to improve the efficiency in character posing, researchers in computer graphics have been working on a wide variety of semi- or fully automatic approaches in creating full-body poses, ranging from traditional approaches like inverse kinematics (IK), data-driven approaches which make use of captured motion data, as well as direct pose manipulation through intuitive interfaces. In this book chapter, we will introduce the aforementioned techniques and also discuss their applications in animation production.


Pose synthesis Pose editing Inverse kinematics Motion retargeting Motion blending Jacobian-based IK Cyclic coordinate decent Collision avoidance Data-driven pose synthesis 


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Copyright information

© Springer International Publishing AG, part of Springer Nature 2018

Authors and Affiliations

  1. 1.Department of Computer and Information SciencesNorthumbria UniversityNewcastle upon TyneUK
  2. 2.Department of Computer ScienceHong Kong Baptist UniversityKowloon TongHong Kong

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