SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Improv: a system for scripting interactive actors in virtual worlds
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Spherical averages and applications to spherical splines and interpolation
ACM Transactions on Graphics (TOG)
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
Real-Time Reach Planning for Animated Characters Using Hardware Acceleration
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Believable agents: building interactive personalities
Believable agents: building interactive personalities
Composable controllers for physics-based character animation
Composable controllers for physics-based character animation
Motion Blending for Real-Time Animation while Accounting for the Environment
CGI '04 Proceedings of the Computer Graphics International
An inverse kinematics architecture enforcing an arbitrary number of strict priority levels
The Visual Computer: International Journal of Computer Graphics - Special section on implicit surfaces
Hierarchical motion controllers for real-time autonomous virtual humans
Lecture Notes in Computer Science
A decision network framework for the behavioral animation of virtual humans
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
SIMBICON: simple biped locomotion control
ACM SIGGRAPH 2007 papers
Motion planning and autonomy for virtual humans
ACM SIGGRAPH 2008 classes
Virtual Crowds: Methods, Simulation, and Control (Synthesis Lectures on Computer Graphics and Animation)
Egocentric affordance fields in pedestrian steering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
An Open Framework for Developing, Evaluating, and Sharing Steering Algorithms
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Shortest paths with arbitrary clearance from navigation meshes
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A modular framework for adaptive agent-based steering
I3D '11 Symposium on Interactive 3D Graphics and Games
BehaveRT: a GPU-based library for autonomous characters
MIG'10 Proceedings of the Third international conference on Motion in games
Footstep navigation for dynamic crowds
Computer Animation and Virtual Worlds
A Behavior-Authoring Framework for Multiactor Simulations
IEEE Computer Graphics and Applications
An example-based motion synthesis technique for locomotion and object manipulation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Building a character animation system
MIG'11 Proceedings of the 4th international conference on Motion in Games
MIG'11 Proceedings of the 4th international conference on Motion in Games
SPREAD: sound propagation and perception for autonomous agents in dynamic environments
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Sound localization and multi-modal steering for autonomous virtual agents
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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We present ADAPT, a flexible platform for designing and authoring functional, purposeful human characters in a rich virtual environment. Our framework incorporates character animation, navigation, and behavior with modular interchangeable components to produce narrative scenes. Our animation system provides locomotion, reaching, gaze tracking, gesturing, sitting, and reactions to external physical forces, and can easily be extended with more functionality due to a decoupled, modular structure. Additionally, our navigation component allows characters to maneuver through a complex environment with predictive steering for dynamic obstacle avoidance. Finally, our behavior framework allows a user to fully leverage a character's animation and navigation capabilities when authoring both individual decision-making and complex interactions between actors using a centralized, event-driven model.