A hybrid interpolation scheme for footprint-driven walking synthesis
Proceedings of Graphics Interface 2011
Example-based procedural modelling by geometric constraint solving
Multimedia Tools and Applications
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
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Especially in a constrained virtual environment, precise control of foot placement during character locomotion is crucial to avoid collisions and to ensure a natural locomotion. In this paper, we present the step space: a novel technique for generating animations of a character walking over a set of desired foot steps in real-time. We use an efficient greedy nearest-neighbor approach and warp the resulting animation such that it adheres to both spatial and temporal constraints. We use smart aligning and inverse kinematics to ensure spatial constraints and time warping for temporal constraints. We will show that our technique can generate realistic locomotion animations very efficiently even though we impose many constraints on the animation. Copyright © 2010 John Wiley & Sons, Ltd. In this paper, we present the step space: a novel technique for generating animations of a character walking over a set of desired foot steps in real-time. We use an efficient greedy nearest-neighbor approach and employ smart aligning and warping to ensure that the resulting animation adheres to both spatial and temporal constraints.