SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Computer Animation, Second Edition: Algorithms and Techniques
Computer Animation, Second Edition: Algorithms and Techniques
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In games, grasping or haptic interaction with game world objects is underplayed and still relies on stored animation. With the advent of powerful Graphics Processing Units (GPU) and physics middleware, it is possible to explore the dynamic aspects of grasping. In the real-time scenario of games, scope exists for procedural controller systems, which when coupled with AI and physics simulation, would allow the birth of not only autonomous game characters with the ability to interact with the game world realistically, but also to bring about new types of game play. This paper is a brief look into an ongoing research, proposing to conceptualize and create a new AI augmented real-time physically based controller system for hand animation.