Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Motion capture-driven simulations that hit and react
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Snap-together motion: assembling run-time animations
ACM SIGGRAPH 2003 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic response for motion capture animation
ACM SIGGRAPH 2005 Papers
Geostatistical motion interpolation
ACM SIGGRAPH 2005 Papers
Motion modeling for on-line locomotion synthesis
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Animating reactive motions for biped locomotion
Proceedings of the ACM symposium on Virtual reality software and technology
Animating reactive motion using momentum-based inverse kinematics: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Composition of complex optimal multi-character motions
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Precomputed search trees: planning for interactive goal-driven animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Simulating interactions of avatars in high dimensional state space
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Simulating Interactions of Characters
Motion in Games
Real-Time Character Control for Wrestling Games
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Character animation in two-player adversarial games
ACM Transactions on Graphics (TOG)
Pattern Recognition Letters
Energy-Based pose unfolding and interpolation for 3d articulated characters
MIG'11 Proceedings of the 4th international conference on Motion in Games
Generating avoidance motion using motion graph
MIG'11 Proceedings of the 4th international conference on Motion in Games
Interactive partner control in close interactions for real-time applications
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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It is difficult to create scenes where multiple avatars are fighting / competing with each other. Manually creating the motions of avatars is time consuming due to the correlation of the movements between the avatars. Capturing the motions of multiple avatars is also difficult as it requires a huge amount of post-processing. In this paper, we propose a new method to generate a realistic scene of avatars densely interacting in a competitive environment. The motions of the avatars are considered to be captured individually, which will increase the easiness of obtaining the data. We propose a new algorithm called the temporal expansion approach which maps the continuous time action plan to a discrete space such that turn-based evaluation methods can be used. As a result, many mature algorithms in game such as the min-max search and α---β pruning can be applied. Using our method, avatars will plan their strategies taking into account the reaction of the opponent. Fighting scenes with multiple avatars are generated to demonstrate the effectiveness of our algorithm. The proposed method can also be applied to other kinds of continuous activities that require strategy planning such as sport games.