@Inbook{EdmondS.L.2016, author="Edmond S. L., HO and Pong C., Yuen", editor="M{\"u}ller, Bertram and Wolf, Sebastian I. and Brueggemann, Gert-Peter and Deng, Zhigang and McIntosh, Andrew and Miller, Freeman and Selbie, William Scott", title="Real-Time Full-Body Pose Synthesis and Editing", bookTitle="Handbook of Human Motion", year="2016", publisher="Springer International Publishing", address="Cham", pages="1--16", abstract="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.", isbn="978-3-319-30808-1", doi="10.1007/978-3-319-30808-1_8-1", url="https://doi.org/10.1007/978-3-319-30808-1_8-1" }