Rotational polygon containment and minimum enclosure using only robust 2D constructions
Computational Geometry: Theory and Applications - Special issue on applications and challenges
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion patches: building blocks for virtual environments annotated with motion data
ACM SIGGRAPH 2006 Papers
Planning Algorithms
Composition of complex optimal multi-character motions
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
ACM SIGGRAPH 2008 papers
Two-Character Motion Analysis and Synthesis
IEEE Transactions on Visualization and Computer Graphics
Numerical Recipes 3rd Edition: The Art of Scientific Computing
Numerical Recipes 3rd Edition: The Art of Scientific Computing
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
ClearPath: highly parallel collision avoidance for multi-agent simulation
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
Multi-robot coordination using generalized social potential fields
ICRA'09 Proceedings of the 2009 IEEE international conference on Robotics and Automation
Spatial relationship preserving character motion adaptation
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
A synthetic-vision based steering approach for crowd simulation
ACM SIGGRAPH 2010 papers
Character animation in two-player adversarial games
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH Asia 2010 papers
Computer-generated residential building layouts
ACM SIGGRAPH Asia 2010 papers
Simulating Multiple Character Interactions with Collaborative and Adversarial Goals
IEEE Transactions on Visualization and Computer Graphics
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Simulating multiple character interaction is challenging because character actions must be carefully coordinated to align their spatial locations and synchronized with each other. We present an algorithm to create a dense crowd of virtual characters interacting with each other. The interaction may involve physical contacts, such as hand shaking, hugging, and carrying a heavy object collaboratively. We address the problem by collecting deformable motion patches, each of which describes an episode of multiple interacting characters, and tiling them spatially and temporally. The tiling of motion patches generates a seamless simulation of virtual characters interacting with each other in a non-trivial manner. Our tiling algorithm uses a combination of stochastic sampling and deterministic search to address the discrete and continuous aspects of the tiling problem. Our tiling algorithm made it possible to automatically generate highly-complex animation of multiple interacting characters. We achieved the level of complexity far beyond the current state-of-the-art animation techniques could generate, in terms of the diversity of human behaviors and the spatial/temporal density of interpersonal interactions.