Automated learning of muscle-actuated locomotion through control abstraction
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Interactive control for physically-based animation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Introduction to Reinforcement Learning
Introduction to Reinforcement Learning
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
Dynamic Programming
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Snap-together motion: assembling run-time animations
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 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
Momentum-based parameterization of dynamic character motion
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
User interfaces for interactive control of physics-based 3D characters
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Performance animation from low-dimensional control signals
ACM SIGGRAPH 2005 Papers
Precomputing avatar behavior from human motion data
Graphical Models - Special issue on SCA 2004
ACM SIGGRAPH 2006 Sketches
Fat graphs: constructing an interactive character with continuous controls
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Construction and optimal search of interpolated motion graphs
ACM SIGGRAPH 2007 papers
Evaluating motion graphs for character animation
ACM Transactions on Graphics (TOG)
Reducing the search space for physically realistic human motion synthesis
Reducing the search space for physically realistic human motion synthesis
Reinforcement learning: a survey
Journal of Artificial Intelligence Research
Near-optimal character animation with continuous control
ACM SIGGRAPH 2007 papers
Simulating interactions of avatars in high dimensional state space
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Interactive simulation of stylized human locomotion
ACM SIGGRAPH 2008 papers
Extending H-anim and X3D for advanced animation control
Web3D '08 Proceedings of the 13th international symposium on 3D web technology
Animating responsive characters with dynamic constraints in near-unactuated coordinates
ACM SIGGRAPH Asia 2008 papers
Simulating Interactions of Characters
Motion in Games
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Contact-aware nonlinear control of dynamic characters
ACM SIGGRAPH 2009 papers
Linear Bellman combination for control of character animation
ACM SIGGRAPH 2009 papers
Achieving good connectivity in motion graphs
Graphical Models
Automatic construction of a minimum size motion graph
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
ACM SIGGRAPH Asia 2009 papers
Robust task-based control policies for physics-based characters
ACM SIGGRAPH Asia 2009 papers
Real-time planning for parameterized human motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Achieving good connectivity in motion graphs
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Optimizing walking controllers for uncertain inputs and environments
ACM SIGGRAPH 2010 papers
Learning behavior styles with inverse reinforcement learning
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH 2010 papers
Character animation in two-player adversarial games
ACM Transactions on Graphics (TOG)
Motion fields for interactive character locomotion
ACM SIGGRAPH Asia 2010 papers
Fast local and global similarity searches in large motion capture databases
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Space-time planning with parameterized locomotion controllers
ACM Transactions on Graphics (TOG)
A puppet interface for retrieval of motion capture data
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Perceptual evaluation of footskate cleanup
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Gaussian process motion graph models for smooth transitions among multiple actions
Computer Vision and Image Understanding
ACM Transactions on Applied Perception (TAP)
Generating avoidance motion using motion graph
MIG'11 Proceedings of the 4th international conference on Motion in Games
Continuous character control with low-dimensional embeddings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Push it real: perceiving causality in virtual interactions
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Terrain runner: control, parameterization, composition, and planning for highly dynamic motions
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Planning interactive task for intelligent characters
Computer Animation and Virtual Worlds
Learning motion controllers with adaptive depth perception
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Learning motion controllers with adaptive depth perception
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Generating Responsive Life-Like Biped Characters
Proceedings of the The third workshop on Procedural Content Generation in Games
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In game environments, animated character motion must rapidly adapt to changes in player input - for example, if a directional signal from the player's gamepad is not incorporated into the character's trajectory immediately, the character may blithely run off a ledge. Traditional schemes for data-driven character animation lack the split-second reactivity required for this direct control; while they can be made to work, motion artifacts will result. We describe an on-line character animation controller that assembles a motion stream from short motion fragments, choosing each fragment based on current player input and the previous fragment. By adding a simple model of player behavior we are able to improve an existing reinforcement learning method for precalculating good fragment choices. We demonstrate the efficacy of our model by comparing the animation selected by our new controller to that selected by existing methods and to the optimal selection, given knowledge of the entire path. This comparison is performed over real-world data collected from a game prototype. Finally, we provide results indicating that occasional low-quality transitions between motion segments are crucial to high-quality on-line motion generation; this is an important result for others crafting animation systems for directly-controlled characters, as it argues against the common practice of transition thresholding.