Aug 2026· Proceedings of the 2026 ACM Symposium on Applied Perception· 0 citations· 31 references
TL;DR
How animating a virtual opponent using motion capture data (as a reference), retargeting techniques, and AMP influences the visual anticipatory performance of expert boxers is examined.
Abstract
In combat sports simulation, expert users have extensive experience in extracting visual anticipatory information from their opponent’s movements, which should be preserved in virtual opponent animations. However, animations based on motion capture data rely on complex pipelines that may disrupt the visual information initially present in the real actor’s motion. Recent physics-based simulation (such as Adversarial Motion Prior, AMP) have recently been introduced to adapt character motion to interactive constraints while satisfying physical laws, but they may introduce additional distortions. In this paper, we examine how animating a virtual opponent using motion capture data (as a reference), retargeting techniques, and AMP influences the visual anticipatory performance of expert boxers. Ten boxers participated in a perceptual study using video clips with varying occlusion times, in which they were asked to predict the type of punch among four possible choices. The results show a clear decline in anticipation perceptual accuracy (PA) as occlusion occurs earlier. Hooks were more difficult to anticipate than straight punches (PA for rear hook = 0.455, lead hook = 0.435, rear straight = 0.660, lead straight = 0.744). Animations based on motion capture (mean accuracy = 0.758) led to significant better anticipation perceptual accuracy, for straight punches, compared to retargeting (mean accuracy = 0.700) and AMP (mean accuracy = 0.647). Overall, these results highlight the need to redesign traditional animation pipelines to better preserve the visual information picked up by expert users in virtual training simulators.
This work introduces MotionPhys, a lightweight and interpretable framework that treats sparse motion trajectories as physical evidence rather than relying on appearance artifacts or generator-specific traces and reveals subtle motion inconsistencies that are difficult to capture with conventional visual cues and transf...
Professional character animation requires both natural motion and precise, versatile control. For example, it is common for the creators to define the timing of a specified action, to control the motion range of the character's arm swing, and the route the character walks through, like specifying various kinematic moti...
Ze-Yu Ling, Di Kang, Qing Shuai et al.· 0 citations
This work proposes to adopt fatigue as a proxy of the finite energy limit, inject it into general character animation, and thoroughly investigate how fatigue introduces new characteristics to physics-based character control.
Shengyuan Zhang, Xinpeng Liu, Mu-Chun Niu et al.· 0 citations
This paper proposes a constraint-adversarial physics-aware reconstruction method for sports skill animation that preserves motion style while producing physically plausible animation.
Y. Jiang, B.-S. Hu, Bo Bai· Advanced Electromagnetics· 0 citations
An automatic human-to-quadruped puppeteering framework that produces plausible and controllable quadruped motions from ordinary human motion data and enables fine-grained intuitive control of the quadruped motion such as head movement control and individual limb puppeteering.
Fatemeh Zargarbashi, Zehong Qiu, Dhruv Agrawal et al.· Computer graphics forum (Pri...· 0 citations
Kirin is introduced, a framework that reconstructs motion from video, learns motion priors at scale, and generates realistic motion that can be directly applied to animated assets that establishes a new foundation for large-scale, text and image conditioned animal motion generation and animation.
Brian Nlong Zhao, Zhuo-Yang Pan, J. Rehg et al.· 1 citation
We use cookies to run the site and, with your consent, for analytics and to show ads.
See our Cookie Policy.