Code & Data


Motion Database
SNU motion database contains motion data of human and animal's various activities. Motion data is categorized by human, animal subject, action, emotion, and interaction with various environment.
Site: SNU Motion Database

Control Bird
This software is an implementation of a dynamic controller to physically simulate under-actuated three-dimensional full-body biped locomotion. The controller takes motion capture reference data to reproduce realistic human locomotion through realtime physically based simulation. Examples includes turning, spining, and walking while steering its direction interactively.
Author: Eunjung Ju, Jungdam Won
Publication: Transaction on Graphics 2013
Code: Bird_Simulator

Crowd Data
This captured crowd data which we used and synthesized crowd data is demonstrated in "Morphable Crowds, ACM Transactions on Graphics (Siggraph Asia 2010)".
Author: Eunjung Ju
Publication: Siggraph Asia 2010
Code: Crowd Data

Data-driven biped controller
This software is an implementation of a dynamic controller to physically simulate under-actuated three-dimensional full-body biped locomotion. The controller takes motion capture reference data to reproduce realistic human locomotion through realtime physically based simulation. Examples includes turning, spining, and walking while steering its direction interactively.
Author: Eunjung Ju
Publication: Siggraph 2010
Code: Data_driven_biped_controller

Tiling patch
This software is an implementation of a dynamic controller to physically simulate under-actuated three-dimensional full-body biped locomotion. The controller takes motion capture reference data to reproduce realistic human locomotion through realtime physically based simulation. Examples includes turning, spining, and walking while steering its direction interactively.
Author: Manmyung Kim, Kyunglyul Hyun
Publication: Symposium on Computer Animation 2012
Code: Tiling_Motion_Patch

Pmqm library
PmQm is a library, which includes data structures and operators for character animation. The classes and operators related to character/animation/motion have Pm prefix. Mathematical/geometrical operators have Qm prefix.
Author: Jehee Lee
Publication: Siggraph 1999 , Graphical Models 2001 , TVCG 2002 , Siggraph 2002
Code: PmQm_Library

Math library
Math library defines data structures and their operators for mathematical objects, which include points, vectors, quaternions, and transformations.
Author: Jehee Lee
Publication: Siggraph 1999 , Graphical Models 2001 , TVCG 2002 , Siggraph 2002
Code: Mathclass_Library