49 citations · 150 across the 12 of their papers we have counts for
7 papers · 1 filter
STyMo: Fast and Controllable Few-Shot Motion Style Transfer
Jose Luis Ponton, Alexander Winkler, Ladislav Kavan +2
Supporting a wide variety of motion styles is critical for creating diverse virtual characters, but current methods either require large stylized datasets or pre-trained models tha…
Environment-aware Motion Matching
Jose Luis Ponton, Sheldon Andrews, Carlos Andujar +1
Interactive applications demand believable characters that respond naturally to dynamic environments. Traditional character animation techniques often struggle to handle arbitrary…
Step2Motion: Locomotion Reconstruction from Pressure Sensing Insoles
Jose Luis Ponton, Eduardo Alvarado, Lin Geng Foo +3
Human motion is fundamentally driven by continuous physical interaction with the environment. Whether walking, running, or simply standing, the forces exchanged between our feet an…
Exploring the Role of Expected Collision Feedback in Crowded Virtual Environments
Haoran Yun, Jose Luis Ponton, Alejandro Beacco +2
An increasing number of virtual reality applications require environments that emulate real-world conditions. These environments often involve dynamic virtual humans showing realis…
DragPoser: Motion Reconstruction from Variable Sparse Tracking Signals via Latent Space Optimization
Jose Luis Ponton, Eduard Pujol, Andreas Aristidou +2
High-quality motion reconstruction that follows the user's movements can be achieved by high-end mocap systems with many sensors. However, obtaining such animation quality with few…
SparsePoser: Real-time Full-body Motion Reconstruction from Sparse Data
Jose Luis Ponton, Haoran Yun, Andreas Aristidou +2
Accurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the M…
Motion Matching for Character Animation and Virtual Reality Avatars in Unity
Jose Luis Ponton
Real-time animation of virtual characters has traditionally been accomplished by playing short sequences of animations structured in the form of a graph. These methods are time-con…