Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion synthesis from annotations
ACM SIGGRAPH 2003 Papers
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We present our ongoing work on a novel method for navigating humanoid characters through an unstructured complex environment by the help of a fast path planning algorithm integrated with motion graphs. Our main goal is to achieve characters showing human-like motions provided by motion capture and at the same time being able to compose complex realistic motions for executing path following in real-time. Current methods that solve the path planning problem with motion graphs are not real-time and do not guarantee that the humanoid character is walking on a collision-free path. Furthermore there are no guarantees on how close the composed motion is to the path being followed. Our method addresses these issues by employing a fast path planning and execution mechanism whenever possible and only employing motion graph search when needed. Our method is directly applicable to video games.