Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
GI '96 Proceedings of the conference on Graphics interface '96
Adapting simulated behaviors for new characters
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Layered compositing of facial expression
ACM SIGGRAPH 97 Visual Proceedings: The art and interdisciplinary programs of SIGGRAPH '97
Expressive autonomous cinematography for interactive virtual environments
AGENTS '00 Proceedings of the fourth international conference on Autonomous agents
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Synthesis of complex dynamic character motion from simple animations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animating Real-Time Game Characters with Cdrom
Animating Real-Time Game Characters with Cdrom
Real Time Responsive Animation with Personality
IEEE Transactions on Visualization and Computer Graphics
An Architecture for Action, Emotion, and Social Behavior
MAAMAW '92 Selected papers from the 4th European Workshop on on Modelling Autonomous Agents in a Multi-Agent World, Artificial Social Systems
Verbs and adverbs: multidimensional motion interpolation using radial basis functions
Verbs and adverbs: multidimensional motion interpolation using radial basis functions
A layered brain architecture for synthetic creatures
IJCAI'01 Proceedings of the 17th international joint conference on Artificial intelligence - Volume 2
BAAP: a behavioral animation authoring platform for emotion driven 3D virtual characters
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Towards virtual actors for acting out stories
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Hi-index | 0.00 |
Using Procedural Animation techniques, Autonomous Digital Actors can be created that can take blocking and emotive direction to act out scenes without the use of linear or motion captured animation. We describe the high level architecture of our research that enables (1) interfaces that "coach" the movement styles of digital actors, and (2) the incorporation of pre-existing motion captured and hand animated walk cycles in this coaching process.