Interactive real-time articulated figure manipulation using multiple kinematic constraints
I3D '90 Proceedings of the 1990 symposium on Interactive 3D graphics
Inverse kinematics positioning using nonlinear programming for highly articulated figures
ACM Transactions on Graphics (TOG)
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Composition of complex optimal multi-character motions
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Simulating competitive interactions using singly captured motions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Wrestle Alone: Creating Tangled Motions of Multiple Avatars from Individually Captured Motions
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Simulating interactions of avatars in high dimensional state space
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Indexing and Retrieving Motions of Characters in Close Contact
IEEE Transactions on Visualization and Computer Graphics
Natural motion animation through constraining and deconstraining at will
IEEE Transactions on Visualization and Computer Graphics
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This paper proposes a method to simulate the real-time interactions of tangling motions by two virtual wrestlers in 3D computer games. The characters are controlled individually by two different players - one player controls the attacker and the other controls the defender. We make use of the topology coordinates which are effective to synthesize tangling movements. The attacker's movements are simulated by changing the topology coordinates at every frame, and the defender is controlled to escape from such an attack by inverse kinematics. The experimental results show the methodology can simulate realistic competitive interactions of wrestling in real-time, which is difficult by previous methods.