Proceedings of the 28th annual conference on Computer graphics and interactive techniques
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive motion generation from examples
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive control of avatars animated with human motion data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Motion Abstraction and Mapping with Spatial Constraints
CAPTECH '98 Proceedings of the International Workshop on Modelling and Motion Capture Techniques for Virtual Environments
Flexible automatic motion blending with registration curves
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
On-line motion blending for real-time locomotion generation: Research Articles
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Geostatistical motion interpolation
ACM SIGGRAPH 2005 Papers
Motion modeling for on-line locomotion synthesis
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Analyzing the physical correctness of interpolated human motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion patches: building blocks for virtual environments annotated with motion data
ACM SIGGRAPH 2006 Papers
Motion synthesis and editing in low-dimensional spaces: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Fat graphs: constructing an interactive character with continuous controls
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Quick transitions with cached multi-way blends
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Synthesis and evaluation of linear motion transitions
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH Asia 2009 papers
Real-time planning for parameterized human motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Terrain-adaptive bipedal locomotion control
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Generalized biped walking control
ACM SIGGRAPH 2010 papers
Feature-based locomotion controllers
ACM SIGGRAPH 2010 papers
Motion fields for interactive character locomotion
ACM SIGGRAPH Asia 2010 papers
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This paper presents a practical system for synthesizing gait animation in game environments. As well as improving the reality of animation, we should improve the efficiency and the maneuverability of the character, both of which are essential for interactive games. Our system supplies these practical demands by integrating a motion interpolation technique and a sampling-based control mechanism. We introduce a parameterized looped motion data structure, called a motion ring, for synthesizing a variety of cyclic motions. A continuous gait motion is synthesized by circulating through the motion ring while the interpolation parameter is adaptively controlled according to the terrain condition. The gait controller uses a sampling-based precomputation technique which efficiently searches natural foot contact on terrain of an arbitrary surface shape. The interpolation parameter is also controlled to obey the user control within the duration of quarter gait cycle. Although our system slightly sacrifices the physical correctness of the synthesized motion in order to quickly respond to user input, critical visual artifacts such as foot-skating and jerky movement are prevented. We demonstrate the efficiency and versatility of our integrated system by interactively navigating the character on complex, uneven terrain.