SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A random sampling scheme for path planning
International Journal of Robotics Research
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
A 2-stages locomotion planner for digital actors
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Controllable real-time locomotion using mobility maps
GI '05 Proceedings of Graphics Interface 2005
Precomputed search trees: planning for interactive goal-driven animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computer Animation and Virtual Worlds
Evaluating distance metrics for animation blending
Proceedings of the 4th International Conference on Foundations of Digital Games
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Natural motion of virtual characters is crucial in games and simulations. The quality of such motion strongly depends on the path the character walks and the animation of the character locomotion. Therefore, much work has been done on path planning and character animation. However, the combination of both fields has received less attention. Combining path planning and motion synthesis introduces several problems. A path generated by a path planner is often a simplification of the character movement. This raises the question which (body) part of the character should follow the path generated by the path planner and to what extent it should closely follow the path. We will show that enforcing the pelvis to follow the path will lead to unnatural animations and that our proposed solution, using path abstractions, generates significantly better animations.