Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Animating prairies in real-time
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Computer Vision: A Modern Approach
Computer Vision: A Modern Approach
Snap-together motion: assembling run-time animations
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Constrained animation of flocks
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Autonomous behaviors for interactive vehicle animations
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Precomputing avatar behavior from human motion data
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Evaluating motion graphs for character navigation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Motion patches: building blocks for virtual environments annotated with motion data
ACM SIGGRAPH 2006 Papers
Keyframe control of complex particle systems using the adjoint method
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive motion correction and object manipulation
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Mesh Ensemble Motion Graphs: Data-driven mesh animation with constraints
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2008 papers
Interactive motion correction and object manipulation
ACM SIGGRAPH 2008 classes
Texture Synthesis Based Simulation of Secondary Agents
Motion in Games
ACM SIGGRAPH Asia 2010 papers
Scalable and robust shepherding via deformable shapes
MIG'10 Proceedings of the Third international conference on Motion in games
Autonomous multi-agents in flexible flock formation
MIG'10 Proceedings of the Third international conference on Motion in games
Formation sketching: an approach to stylize groups in crowd simulation
Proceedings of Graphics Interface 2011
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Motion composition of 3d video
PCM'06 Proceedings of the 7th Pacific Rim conference on Advances in Multimedia Information Processing
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We introduce Group Motion Graphs, a data-driven animation technique for groups of discrete agents, such as flocks, herds, or small crowds. Group Motion Graphs are conceptually similar to motion graphs constructed from motion-capture data, but have some important differences: we assume simulated motion; transition nodes are found by clustering group configurations from the input simulations: and clips to join transitions are explicitly constructed via constrained simulation. Graphs built this way offer known bounds on the trajectories that they generate, making it easier to search for particular output motions. The resulting animations show realistic motion at significantly reduced computational cost compared to simulation, and improved control.