Real time animation of trees based on BBSC in computer games
International Journal of Computer Games Technology - Special issue on cyber games and interactive entertainment
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Interactive authoring of simulation-ready plants
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Real-time simulation of lightweight rigid bodies
The Visual Computer: International Journal of Computer Graphics
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We present a data-driven approach that synthesizes tree animations from a set of pre-computed motion data. Our approach improves previous motion synthesis algorithms for character animation in several aspects. We first introduce a simple yet effective sampling scheme to generate a rich and reusable motion database for each tree model. We also propose a novel technique to generate a fine set of transitions that are uniformly distributed in the motion database. The transition lengths are adaptively determined according to the similarity of the transiting frame pairs. In the runtime, we employ a greedy searching algorithm to synthesize smooth tree animations under an adjustable wind condition. Experimental results show that our approach achieves comparable quality to physically based methods, while in orders of magnitude faster performance. Copyright © 2007 John Wiley & Sons, Ltd.