Physically Based Character Simulation

Physically Based Character Simulation is a computational framework within interactive animation that integrates principles of physics-based modeling to generate realistic character motion by simulating dynamic interactions with environmental forces and constraints, distinguishing itself from kinematic or purely data-driven approaches through its reliance on physical laws governing movement and contact.

150

Publications

17.2K

Citations

338

Authors

133

Institutions

Publications per year

2017–2026

26

Authors

338

  1. MV
    Michiel van de Panne

    University of British Columbia, Canada

    12 publications · 1.1K citations

    11

    h-index

  2. JK
    Jessica K. Hodgins

    Carnegie Mellon University, United States

    11 publications · 1.7K citations

    11

    h-index

  3. NM
    Nadia Magnenat‐Thalmann

    University of Geneva, Switzerland

    8 publications · 305 citations

    8

    h-index

  4. JP
    Jovan Popović

    Massachusetts Institute of Technology, United States

    7 publications · 458 citations

    7

    h-index

  5. NS
    Nancy S. Pollard

    Carnegie Mellon University, United States

    7 publications · 695 citations

    7

    h-index

1–5 of 338

Venues

  1. ACM Transactions on Graphics

    TOG · 33 publications · 3.9K citations

    30

    h-index

  2. Computer Graphics Forum

    12 publications · 582 citations

    11

    h-index

  3. IEEE Transactions on Visualization and Computer Graphics

    TVCG · 5 publications · 105 citations

    5

    h-index

  4. IEEE Computer Graphics and Applications

    4 publications · 83 citations

    4

    h-index

  5. Symposium on Computer Animation

    Conference · 3 publications · 201 citations

    3

    h-index

1–5