Proceedings of the 10th International Conference on Motion in Games最新文献

筛选
英文 中文
Improvements to hierarchical pathfinding for navigation meshes 改进导航网格的分层寻路
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136465
Vahid Rahmani, N. Pelechano
{"title":"Improvements to hierarchical pathfinding for navigation meshes","authors":"Vahid Rahmani, N. Pelechano","doi":"10.1145/3136457.3136465","DOIUrl":"https://doi.org/10.1145/3136457.3136465","url":null,"abstract":"The challenge of path-finding in video games is to compute optimal or near optimal paths as efficiently as possible. As both the size of the environments and the number of autonomous agents increase, this computation has to be done under hard constraints of memory and CPU resources. Hierarchical approaches, such as HNA* can compute paths more efficiently, although only for certain configurations of the hierarchy. For other configurations, performance can drop drastically when inserting the start and goal position into the hierarchy. In this paper we present improvements to HNA* to eliminate bottlenecks. We propose different methods that rely on further memory storage or parallelism on both CPU and GPU, and carry out a comparative evaluation. Results show an important speed-up for all tested configurations and scenarios.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127740046","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
Reclustering for large plasticity in clustered shape matching 聚类形状匹配中的大塑性重聚类
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136473
M. Falkenstein, Ben Jones, J. Levine, Tamar Shinar, Adam W. Bargteil
{"title":"Reclustering for large plasticity in clustered shape matching","authors":"M. Falkenstein, Ben Jones, J. Levine, Tamar Shinar, Adam W. Bargteil","doi":"10.1145/3136457.3136473","DOIUrl":"https://doi.org/10.1145/3136457.3136473","url":null,"abstract":"In this paper, we revisit the problem online reclustering in clustered shape matching simulations and propose an approach that employs two nonlinear optimizations to create new clusters. The first optimization finds the embedding of particles and clusters into three-dimensional space that minimizes elastic energy. The second finds the optimal location for the new cluster, working in this embedded space. The result is an approach that is more robust in the presence of elastic deformation. We also experimentally verify that our clustered shape matching approach converges as the number of clusters increases, suggesting that our reclustering approach does not change the underlying material properties. Further, we demonstrate that particle resampling is not strictly necessary in our framework allowing us to trivially conserve volume. Finally, we highlight an error in estimating rotations in the original shape-matching work [Müller et al. 2005] that has been repeated in much of the follow up work.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"209 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126035064","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
A perceptual evaluation of social interaction with emotes and real-time facial motion capture 表情和实时面部动作捕捉的社会互动的感性评价
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136461
Erik Pettersson, V. Sundstedt
{"title":"A perceptual evaluation of social interaction with emotes and real-time facial motion capture","authors":"Erik Pettersson, V. Sundstedt","doi":"10.1145/3136457.3136461","DOIUrl":"https://doi.org/10.1145/3136457.3136461","url":null,"abstract":"Social interaction between players is an important feature in online games, where text- and voice chat is a standard way to communicate. To express emotions players can type emotes which are text-based commands to play animations from the player avatar. This paper presents a perceptual evaluation which investigates if instead expressing emotions with the face, in real-time with a web camera, is perceived more realistic and preferred in comparison to typing emote-based text commands. A user study with 24 participants was conducted where the two methods to express emotions described above were evaluated. For both methods the participants ranked the realism of facial expressions, which were based on the theory of seven universal emotions stated by American psychologist Paul Ekman: happiness, anger, fear, sadness, disgust, surprise and contempt. The participants also ranked their perceived efficiency of performing the two methods and selected the method they preferred. A significant difference was shown when analyzing the results of ranked facial expression realism. Happiness was perceived as the most realistic in both methods, while disgust and sadness were poorly rated when performed with the face. One conclusion of the perceptual evaluation was that the realism and preference between the methods showed no significant differences. However, participants had higher performance in typing with emotes. Real-time facial capture technology also needs improvements to obtain better recognition and tracking of facial features in the human face.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130992296","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Normalized Euclidean distance matrices for human motion retargeting 人体运动重定向的归一化欧氏距离矩阵
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136466
Antonin Bernardin, Ludovic Hoyet, A. Mucherino, D. Gonçalves, F. Multon
{"title":"Normalized Euclidean distance matrices for human motion retargeting","authors":"Antonin Bernardin, Ludovic Hoyet, A. Mucherino, D. Gonçalves, F. Multon","doi":"10.1145/3136457.3136466","DOIUrl":"https://doi.org/10.1145/3136457.3136466","url":null,"abstract":"In character animation, it is often the case that motions created or captured on a specific morphology need to be reused on characters having a different morphology while maintaining specific relationships such as body contacts or spatial relationships between body parts. This process, called motion retargeting, requires determining which body part relationships are important in a given animation. This paper presents a novel frame-based approach to motion retargeting which relies on a normalized representation of body joints distances. We propose to abstract postures by computing all the inter-joint distances of each animation frame and store them in Euclidean Distance Matrices (EDMs). They 1) present the benefits of capturing all the subtle relationships between body parts, 2) can be adapted through a normalization process to create a morphology-independent distance-based representation, and 3) can be used to efficiently compute retargeted joint positions best satisfying newly computed distances. We demonstrate that normalized EDMs can be efficiently applied to a different skeletal morphology by using a Distance Geometry Problem (DGP) approach, and present results on a selection of motions and skeletal morphologies. Our approach opens the door to a new formulation of motion retargeting problems, solely based on a normalized distance representation.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"197 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123258528","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 12
Accurate online alignment of human motor performances 人体运动性能的精确在线校准
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136470
Felix Hülsmann, S. Kopp, Andreas Richter, M. Botsch
{"title":"Accurate online alignment of human motor performances","authors":"Felix Hülsmann, S. Kopp, Andreas Richter, M. Botsch","doi":"10.1145/3136457.3136470","DOIUrl":"https://doi.org/10.1145/3136457.3136470","url":null,"abstract":"Many approaches for motion processing or motion analysis employ Dynamic Time Warping (DTW) for temporally aligning an input movement with a reference movement. DTW, however, does not work online since it requires the complete input trajectory. Its online extension Open-End DTW can lead to poor alignments. In this paper we propose Weight-Optimized Open-End DTW, which combines path-length weighting and joint weights optimized from training data. We demonstrate our method to work online and to outperform Open-End DTW in terms of alignment quality.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125214497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Efficient collision detection for example-based deformable bodies 有效的碰撞检测基于实例的可变形体
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136469
Ben Jones, Tamar Shinar, J. Levine, Adam W. Bargteil
{"title":"Efficient collision detection for example-based deformable bodies","authors":"Ben Jones, Tamar Shinar, J. Levine, Adam W. Bargteil","doi":"10.1145/3136457.3136469","DOIUrl":"https://doi.org/10.1145/3136457.3136469","url":null,"abstract":"We introduce a new collision proxy for example-based deformable bodies. Specifically, we approximate the deforming geometry as a union of spheres. During pre-computation we perform a sphere packing on the input, undeformed geometry. Then, for each example pose, we move and resize the spheres to approximate the example. During runtime we blend together these positions and radii, using the same skinning weights we use for the geometry. We demonstrate the method on a car crash example, where we achieve an overall speedup of 5--20 times, depending on the resolution of the collision proxy geometry.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"115 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131808234","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Patch green coordinates based interactive embedded deformable model 基于Patch绿色坐标的交互式嵌入式变形模型
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-11-08 DOI: 10.1145/3136457.3136459
Weixin Si, Jing Lu, Xiangyun Liao, Qiong Wang, J. Qin, P. Heng
{"title":"Patch green coordinates based interactive embedded deformable model","authors":"Weixin Si, Jing Lu, Xiangyun Liao, Qiong Wang, J. Qin, P. Heng","doi":"10.1145/3136457.3136459","DOIUrl":"https://doi.org/10.1145/3136457.3136459","url":null,"abstract":"Virtual surgery is a serious game which provides an opportunity to acquire cognitive and technical surgical skills via virtual surgical training and planning. However, interactively and realistically manipulating the human organ and simulating its motion under interaction is still a challenging task in this field. The underlying reason for this issue is the conflict requirements for physical constraints with high fidelity and real-time performance. To achieve realistic simulation of human organ motion with volume conservation, smooth interpolation under large deformation and precise frictional contact mechanics of global behavior in surgical scenario. This paper presents a novel and effective patch Green coordinates based interpolation for embedded deformable model to achieve the volume-preserving and smooth interpolation effects. Besides, we resolve the frictional contact mechanics for embedded deformable model, and further provide the precise boundary conditions for mechanical solver. In addition, our embedded deformable model is based on the total lagrangian explicit dynamics (TLED) finite element method (FEM) solver, which can well handle the large biological tissue deformation with both nonlinear geometric and material properties. In real compression experiments, our method can achieve liver deformation with average accuracy of 3.02 mm. Besides, the experimental results demonstrate that our method can also achieve smoother interpolation and volume-preserving effects than original embedded deformable model, and allows complex and accurate organ motion with mechanical interactions in virtual surgery.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127422081","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Position-based multi-agent dynamics for real-time crowd simulation 基于位置的多智能体动态实时人群仿真
Proceedings of the 10th International Conference on Motion in Games Pub Date : 2017-07-28 DOI: 10.1145/3136457.3136462
Tomer Weiss, Alan Litteneker, Chenfanfu Jiang, Demetri Terzopoulos
{"title":"Position-based multi-agent dynamics for real-time crowd simulation","authors":"Tomer Weiss, Alan Litteneker, Chenfanfu Jiang, Demetri Terzopoulos","doi":"10.1145/3136457.3136462","DOIUrl":"https://doi.org/10.1145/3136457.3136462","url":null,"abstract":"Exploiting the efficiency and stability of Position-Based Dynamics (PBD), we introduce a novel crowd simulation method that runs at interactive rates for hundreds of thousands of agents. Our method enables the detailed modeling of per-agent behavior in a Lagrangian formulation. We model short-range and long-range collision avoidance to simulate both sparse and dense crowds. On the particles representing agents, we formulate a set of positional constraints that can be readily integrated into a standard PBD solver. We augment the tentative particle motions with planning velocities to determine the preferred velocities of agents, and project the positions onto the constraint manifold to eliminate colliding configurations. The local short-range interaction is represented with collision and frictional contact between agents, as in the discrete simulation of granular materials. We incorporate a cohesion model for modeling collective behaviors and propose a new constraint for dealing with potential future collisions. Our new method is suitable for use in interactive games.","PeriodicalId":159266,"journal":{"name":"Proceedings of the 10th International Conference on Motion in Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-07-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128231182","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 29
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信