Goal-directed, dynamic animation of human walking
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Direct manipulation techniques for 3D objects using 2D locator devices
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
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
Efficient collision detection of complex deformable models using AABB trees
Journal of Graphics Tools
An Intelligent User Interface with Motion Planning for 3D Navigation
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Rhythmic-motion synthesis based on motion-beat analysis
ACM SIGGRAPH 2003 Papers
An intelligent 3D user interface adapting to user control behaviors
Proceedings of the 9th international conference on Intelligent user interfaces
3D User Interfaces: Theory and Practice
3D User Interfaces: Theory and Practice
Interactive smart character in a shooting game
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
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Interactive control of 3D avatar motions has important applications in computer games and animations. Most of the current games directly map the inputs of a user into canned motions of the 3D character under control. However, an ideal user interface should be more like a human moving in the real life where appropriate motions are chosen according to the environment in the front. In this paper, we have developed an intelligent control interface that helps the user to look ahead a few steps and search a motion library organized in a motion graph for the most appropriate motion for execution. The search is conducted incrementally with the best effort in each frame according to a given available time budget. We have developed a best-first strategy to maintain the search tree in a way that the number of useful nodes is kept as large as possible. Experiments on several example scenes have been conducted to illustrate how this mechanism can enhance the usability of 3D avatar control from a third-person view.