Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Planning motions with intentions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Understanding Motion Capture for Computer Animation and Video Games
Understanding Motion Capture for Computer Animation and Video Games
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
Interpolation Synthesis of Articulated Figure Motion
IEEE Computer Graphics and Applications
Verbs and Adverbs: Multidimensional Motion Interpolation
IEEE Computer Graphics and Applications
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
Synthesizing animations of human manipulation tasks
ACM SIGGRAPH 2004 Papers
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
Learning physics-based motion style with nonlinear inverse optimization
ACM SIGGRAPH 2005 Papers
Behavior planning for character 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
Planning Algorithms
Active learning for real-time motion controllers
ACM SIGGRAPH 2007 papers
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Simulating competitive interactions using singly captured motions
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
ACM SIGGRAPH Asia 2009 papers
Robust task-based control policies for physics-based characters
ACM SIGGRAPH Asia 2009 papers
Motion Planning and Synthesis of Human-Like Characters in Constrained Environments
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Path Abstraction for Combined Navigation and Animation
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
High-speed planning and reducing memory usage of a precomputed search tree using pruning
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Learning behavior styles with inverse reinforcement learning
ACM SIGGRAPH 2010 papers
Character animation in two-player adversarial games
ACM Transactions on Graphics (TOG)
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
Scalable precomputed search trees
MIG'10 Proceedings of the Third international conference on Motion in games
Space-time planning with parameterized locomotion controllers
ACM Transactions on Graphics (TOG)
Feature-Based locomotion with inverse branch kinematics
MIG'11 Proceedings of the 4th international conference on Motion in Games
Planning plausible human animation with environment-aware motion sampling
MIG'11 Proceedings of the 4th international conference on Motion in Games
Real-Time interactive character animation by parallelization of genetic algorithms
MIG'11 Proceedings of the 4th international conference on Motion in Games
Interactive buildup of animation sequences with captured motion data
Computer Animation and Virtual Worlds
Planning interactive task for intelligent characters
Computer Animation and Virtual Worlds
Precomputed motion maps for unstructured motion capture
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Learning motion controllers with adaptive depth perception
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Precomputed motion maps for unstructured motion capture
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Learning motion controllers with adaptive depth perception
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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We present a novel approach for interactively synthesizing motions for characters navigating in complex environments. We focus on the runtime efficiency for motion generation, thereby enabling the interactive animation of a large number of characters simultaneously. The key idea is to precompute search trees of motion clips that can be applied to arbitrary environments. Given a navigation goal relative to a current body position, the best available solution paths and motion sequences can be efficiently extracted during runtime through a series of table lookups. For distant start and goal positions, we first use a fast coarse-level planner to generate a rough path of intermediate sub-goals to guide each iteration of the runtime lookup phase.We demonstrate the efficiency of our technique across a range of examples in an interactive application with multiple autonomous characters navigating in dynamic environments. Each character responds in real-time to arbitrary user changes to the environment obstacles or navigation goals. The runtime phase is more than two orders of magnitude faster than existing planning methods or traditional motion synthesis techniques. Our technique is not only useful for autonomous motion generation in games, virtual reality, and interactive simulations, but also for animating massive crowds of characters offline for special effects in movies.