Two-Character Motion Control: Challenge and Promise
Motion in Games
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Motion trajectory reproduction from generalized signature description
Pattern Recognition
Modeling spatial and temporal variation in motion data
ACM SIGGRAPH Asia 2009 papers
Comparative study of representations for segmentation of whole body human motion data
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Push it real: perceiving causality in virtual interactions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Planning interactive task for intelligent characters
Computer Animation and Virtual Worlds
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Customizing by doing for responsive video game characters
International Journal of Human-Computer Studies
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In this paper, we deal with the problem of synthesizing novel motions of standing-up martial arts such as Kickboxing, Karate, and Taekwondo performed by a pair of human-like characters while reflecting their interactions. Adopting an example-based paradigm, we address three non-trivial issues embedded in this problem: motion modeling, interaction modeling, and motion synthesis. For the first issue, we present a semi-automatic motion labeling scheme based on force-based motion segmentation and learning-based action classification. We also construct a pair of motion transition graphs each of which represents an individual motion stream. For the second issue, we propose a scheme for capturing the interactions between two players. A dynamic Bayesian network is adopted to build a motion transition model on top of the coupled motion transition graph that is constructed from an example motion stream. For the last issue, we provide a scheme for synthesizing a novel sequence of coupled motions, guided by the motion transition model. Although the focus of the present work is on martial arts, we believe that the framework of the proposed approach can be conveyed to other two-player motions as well.