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Motion capture in games11/8/2023 ![]() Treuille, A., Lee, Y., Popović, Z.: Near-optimal character animation with continuous control. In: 2006 ACM SIGGRAPH / Eurographics Symposium on Computer Animation, pp. Lau, M., Kuffner, J.J.: Precomputed search trees: Planning for interactive goal-driven animation. of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation, pp. Lee, J., Lee, K.H.: Precomputing avatar behavior from human motion data. Kovar, L., Gleicher, M.: Automated extraction and parameterization of motions in large data sets. ![]() In: Proceedings of the Symposium on Computer Animation (July 2003) Kovar, L., Gleicher, M.: Flexible automatic motion blending with registration curves. Lee, J., Chai, J., Reitsma, P., Hodgins, J., Pollard, N.: Interactive control of avatars animated with human motion data. Kovar, L., Gleicher, M., Pighin, F.: Motion graphs. ACM Transactions on Graphics 24(3), 1062–1070 (2005)Īrikan, O., Forsyth, D.A.: Synthesizing Constrained Motions from Examples. Mukai, T., Kuriyama, S.: Geostatistical motion interpolation. Rose, C., Guenter, B., Bodenheimer, B., Cohen, M.F.: Efficient generation of motion transitions using spacetime constraints. 105–108 (August 1995)īruderlin, A., Williams, L.: Motion signal processing. Witkin, A.P., Popović, Z.: Motion Warping. IEEE Computer Graphics and Application 18(5), 32–40 (1998) Rose, C., Cohen, M., Bodenheimer, B.: Verbs and adverbs: multidimensional motion interpolation. IEEE Computer Graphics and Application 17(6), 39–45 (1997) Wiley, D., Hahn, J.: Interpolation synthesis of articulated figure motion. of Eurographics Workshop on Computer Animation and Simulation 1996, pp. Guo, S., Roberge, J.: A high-level control mechanism for human locomotion based on parametric frame space interpolation. IEEE Transactions on Visualization and Computer Graphics 1(1), 5–15 (1995) Perlin, K.: Real time responsive animation with personality. Game Developer Magazine (1998) Also in GDC 1998 and Gamasutra Kines, M.: Planning and directing motion capture for games. ![]() In: Eurographics 2001 Short Presentations (September 2001) Mizuguchi, M., Buchanan, J., Calvert, T.: Data driven motion transitions for interactive games. Schafer, M.: Personal Communication (July 2008) Trager, W.: A practical approach to motion capture: Acclaim’s optical motion capture system. Sturman, D.: A brief history of motion capture for computer character animation. Morgan Kaufmann, San Francisco (1999)Įlson, M., Sturman, D., Dyer, S., Trager, W., Schafer, M.: Character motion systems (SIGGRAPH, Course Notes) (1994) Menache, A.: Understanding Motion Capture for Computer Animation and Video Games. This process is experimental and the keywords may be updated as the learning algorithm improves. ![]() These keywords were added by machine and not by the authors. Methods that make better use of examples will be required. However, scaling up the number of examples is unlikely to sufficiently scale up the quality of the character animation. An obvious path to address these challenges, employing increasingly large collections of examples, is enabled by recent research. To meet the increasing demands for better character movement and control in games, the approaches will need to evolve. To date, the methods have relied on a small set of simple, generic building blocks for assembling the motions. These approaches assemble motions from pre-recorded examples, usually motion captured or keyframed. Synthesis-by-Example (SBE) approaches have been successful at animating characters in both research and practice (games).
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