Parameter Spaces Spacetime Control And Motion Graphs For Automating The Animation Of Videogame Characters

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Parameter Spaces Spacetime Control And Motion Graphs For Automating The Animation Of Videogame Characters
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Author : Lorne McIntosh
language : en
Publisher:
Release Date : 2011
Parameter Spaces Spacetime Control And Motion Graphs For Automating The Animation Of Videogame Characters written by Lorne McIntosh and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011 with Computer animation categories.
Character animations are a crucial part of many interactive applications, from training simulations to videogames. As these applications have become more sophisticated, the growing number of character animations required has made standard animation techniques like key-framing and motion-capture increasingly expensive and time-consuming. Procedurally generating animations appears to offer a solution. This thesis extends and combines work from several areas of procedural animation to create an end-to-end system for the automatic generation of character animations for interactive applications. Specifically, our architecture pairs Spacetime Control, used to automatically generate new physically-valid clips of character animation, with a data-driven playback technique, used to automatically generate continuous streams of character motion from these clips in real-time. Our approach exploits the natural parameterization present in videogames and character motion to organize and automate the procedural generation of large quantities of character animation. It also supports rapid-prototyping, easily handles animation design changes, and may potentially be operated from start to finish by a single user. We demonstrate this architecture with a working implementation and show results from an example scenario starring a humanoid character capable of dozens of generated motions including standing, walking, running, turning and stepping.
Motion In Games
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Author : Arjan Egges
language : en
Publisher: Springer
Release Date : 2009-11-16
Motion In Games written by Arjan Egges and has been published by Springer this book supported file pdf, txt, epub, kindle and other format this book has been release on 2009-11-16 with Computers categories.
Following the very successful Motion in Games event in June 2008, we or- nized the Second International Workshop on Motion in Games (MIG) during November 21–24, 2009 in Zeist, The Netherlands. Games have become a very important medium for both education and - tertainment. Motion plays a crucial role in computer games. Characters move around, objects are manipulated or move due to physical constraints, entities are animated, and the camera moves through the scene. Even the motion of the player nowadays is used as input to games. Motion is currently studied in many di?erent areas of research, including graphics and animation, game technology, robotics, simulation, computer vision, and also physics, psychology, and urban studies. Cross-fertilizationbetween these communities can considerably advance the state of the art in this area. The goal of the workshop Motion in Games is to bring together researchers from this variety of ?elds to present the most recent results and to initiate collaboration. The workshop is organized by the Dutch research project GATE. In total, the workshop this year consisted of 27 high-quality presentations by a selection of internationally renownedspeakers in the ?eld of games and simulations. We were extremely pleased with the quality of the contributions to the MIG workshop and we look forward to organizing a follow-up MIG event.
Interactive Techniques For High Level Spacetime Editing Of Human Locomotion
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Author : Noah Lockwood
language : en
Publisher:
Release Date : 2016
Interactive Techniques For High Level Spacetime Editing Of Human Locomotion written by Noah Lockwood and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016 with categories.
In recent years, computer animated characters have become commonplace, often appearing extremely lifelike in movies, television, and video games. Unfortunately, animating digital characters remains difficult and time-consuming, pursued mostly by dedicated professionals, because conventional animation methods require careful control and coordination of many different low-level parameters which affect the believability of a character's pose and timing. In this thesis, we present techniques to allow high-level control of motions for animated human characters, by interactively editing existing locomotive motions. These techniques prioritize interactivity by allowing the user to manipulate more general or high-level aspects of the motion, such as a motion path. These techniques also have low data and computation requirements, as they operate on a single input motion without expensive optimization or simulation, allowing for instant feedback. The foundation of this work is a novel path-based editing algorithm based on simple and well-established biomechanical and physical principles of motion. After user manipulation of a motion path, the poses of the character along the path are automatically adjusted to match the new path, and an automatic timewarping procedure adjusts the timing of the new motion depending on its context, in order to remain consistent with the original even after large changes. Our two performance techniques utilize familiar input methods to control the path-based editing algorithm in different ways. First, based on a study exploring how users can express motion using their hands, our "finger walking" technique allows control of motion editing by mimicking full-body motion on a touch-sensitive tabletop. A further study was conducted to test automatic identification of the motion type of the performance, and to evaluate user satisfaction with the generated motions. The second technique uses handheld manipulation of a mobile device, such as a tablet or smartphone, to mimic a motion through space. Using only the simple and standard motion sensors in these devices, we developed two gestural methods for editing motion, with both discrete, one-off gestures and continuous "steering wheel" style control of an ongoing motion. Overall, the techniques presented in this thesis demonstrate that fast and interactive editing of human locomotion is possible using meaningful high-level controls, without requiring large amounts of additional motion data or computation.