Adaptive Body, Motion and Cloth
Motion in Games
Spatial relationship preserving character motion adaptation
ACM SIGGRAPH 2010 papers
Virtual try on: an application in need of GPU optimization
Proceedings of the ATIP/A*CRC Workshop on Accelerator Technologies for High-Performance Computing: Does Asia Lead the Way?
Relationship descriptors for interactive motion adaptation
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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With the increasing performances of the graphics hardware, virtual reality applications are reaching a new level of realism. It is now possible to animate entire crowds of virtual avatars, or to display in real-time highly realistic deformable characters. This new type of applications requires that characters are deformed, either to generate a large number of individuals for creating a crowd, or to match a particular shape. To make the animation fit to the animated character and to prevent self-collisions, adapting the motion is mandatory. Unlike previous approaches which relied on skeletal models, this paper presents a method considering the actual shape of the character's body to perform the adaptation. Our approach uses spacetime optimization to remove the self-penetration, and finally re-establishes the balance of the motion. We also introduce an interpolation scheme based on radial basis functions that can blend pre-calculated adaptations, and thus achieve real-time performances. Copyright © 2008 John Wiley & Sons, Ltd.