Planning motions with intentions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Robot Motion Planning
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
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Planning biped locomotion using motion capture data and probabilistic roadmaps
ACM Transactions on Graphics (TOG)
A 2-stages locomotion planner for digital actors
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Rhythmic-motion synthesis based on motion-beat analysis
ACM SIGGRAPH 2003 Papers
Motion synthesis from annotations
ACM SIGGRAPH 2003 Papers
A Configuration Space Approach for Efficient Animation of Human Figures
NAM '97 Proceedings of the 1997 IEEE Workshop on Motion of Non-Rigid and Articulated Objects (NAM '97)
Pattern Classification (2nd Edition)
Pattern Classification (2nd Edition)
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
Automated extraction and parameterization of motions in large data sets
ACM SIGGRAPH 2004 Papers
Example-based control of human motion
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
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Computing the duration of motion transitions: an empirical approach
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
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Motion modeling for on-line locomotion synthesis
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Fast and accurate goal-directed motion synthesis for crowds
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Active learning for real-time motion controllers
ACM SIGGRAPH 2007 papers
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Creating physically embodied agents using realistic human motion models
Simulation and Gaming
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Perceptually consistent example-based human motion retrieval
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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
Interactive synthesis of human-object interaction
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time planning for parameterized human motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive generation of human animation with deformable motion models
ACM Transactions on Graphics (TOG)
Synthesis and editing of personalized stylistic human motion
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A script engine for realistic human motion generation
International Journal of Computer Applications in Technology
Creating long gait animation sequences through Reinforcement Learning
Proceedings of the 2011 conference on Neural Nets WIRN10: Proceedings of the 20th Italian Workshop on Neural Nets
Motion rings for interactive gait synthesis
I3D '11 Symposium on Interactive 3D Graphics and Games
Realtime human motion control with a small number of inertial sensors
I3D '11 Symposium on Interactive 3D Graphics and Games
MIG'11 Proceedings of the 4th international conference on Motion in Games
Push it real: perceiving causality in virtual interactions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Populating virtual environments with crowd patches and rule-based method
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
Planning interactive task for intelligent characters
Computer Animation and Virtual Worlds
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Environment-aware real-time crowd control
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Environment-aware real-time crowd control
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Real time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data has increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a set of building blocks. The building blocks, called motion patches, can be arbitrarily assembled to create novel environments. Each patch is annotated with motion data, which informs what actions are available for animated characters within the block. The versatility and flexibility of our approach are demonstrated through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.