On an instance of the inverse shortest paths problem
Mathematical Programming: Series A and B
Fundamentals of speech recognition
Fundamentals of speech recognition
SIGGRAPH '95 Proceedings of the 22nd 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
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
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
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
Flexible automatic motion blending with registration curves
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Rhythmic-motion synthesis based on motion-beat analysis
ACM SIGGRAPH 2003 Papers
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
Motion modeling for on-line locomotion synthesis
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Behavior planning for character animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Motion fields for interactive character locomotion
ACM SIGGRAPH Asia 2010 papers
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We present tools and techniques for the design of an interactive motion data structure to drive virtual avatars. Our approach automatically analyzes a traditional labeled motion graph and constructs a condensed, coarser graph referred to as a Behavior Finite State Machine (BFSM). Each node of the BFSM represents a single behavior, and each weighted edge represents a valid transition and its likelihood. We present a semi-automated mechanism for user-editing of the graph. We also introduce an interface for user-in-the-loop design of transitions and blend spaces to generate controllable avatars from a BFSM. We present the results of our approach using two dynamic interactive examples, locomotion and martial arts, and discuss the strengths and weaknesses of our technique.