Parametric motion graphs

Rachel Heck, Michael Gleicher
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引用次数: 64

Abstract

In this paper, we present an example-based motion synthesis technique that generates continuous streams of high-fidelity, controllable motion for interactive applications, such as video games. Our method uses a new data structure called a parametric motion graph to describe valid ways of generating linear blend transitions between motion clips dynamically generated through parametric synthesis in realtime. Our system specifically uses blending-based parametric synthesis to accurately generate any motion clip from an entire space of motions by blending together examples from that space. The key to our technique is using sampling methods to identify and represent good transitions between these spaces of motion parameterized by a continuously valued parameter. This approach allows parametric motion graphs to be constructed with little user effort. Because parametric motion graphs organize all motions of a particular type, such as reaching to different locations on a shelf, using a single, parameterized graph node, they are highly structured, facilitating fast decision-making for interactive character control. We have successfully created interactive characters that perform sequences of requested actions, such as cartwheeling or punching.
参数运动图
在本文中,我们提出了一种基于示例的运动合成技术,该技术可为交互式应用(如视频游戏)生成高保真、可控的连续运动流。我们的方法使用一种称为参数运动图的新数据结构来描述通过实时参数合成动态生成的运动剪辑之间的线性混合过渡的有效方法。我们的系统特别使用基于混合的参数合成,通过混合来自该空间的示例,精确地从整个运动空间生成任何运动剪辑。我们技术的关键是使用采样方法来识别和表示这些由连续值参数参数化的运动空间之间的良好过渡。这种方法允许用很少的用户努力来构造参数化的运动图。由于参数化运动图使用单个参数化图节点组织特定类型的所有运动,例如到达架子上的不同位置,因此它们是高度结构化的,便于交互式角色控制的快速决策。我们已经成功地创造了交互式角色,这些角色可以执行一系列要求的动作,比如侧手翻或出拳。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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