Proceedings of Motion on Games最新文献

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Constraint-Aware Navigation in Dynamic Environments 动态环境中的约束感知导航
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522654
Mubbasir Kapadia, Kai Ninomiya, Alexander Shoulson, Francisco M. Garcia, N. Badler
{"title":"Constraint-Aware Navigation in Dynamic Environments","authors":"Mubbasir Kapadia, Kai Ninomiya, Alexander Shoulson, Francisco M. Garcia, N. Badler","doi":"10.1145/2522628.2522654","DOIUrl":"https://doi.org/10.1145/2522628.2522654","url":null,"abstract":"Path planning is a fundamental problem in many areas ranging from robotics and artificial intelligence to computer graphics and animation. While there is extensive literature for computing optimal, collision-free paths, there is little work that explores the satisfaction of spatial constraints between objects and agents at the global navigation layer. This paper presents a planning framework that satisfies multiple spatial constraints imposed on the path. The type of constraints specified could include staying behind a building, walking along walls, or avoiding the line of sight of patrolling agents. We introduce a hybrid environment representation that balances computational efficiency and discretization resolution, to provide a minimal, yet sufficient discretization of the search graph for constraint-aware navigation. An extended anytime-dynamic planner is used to compute constraint-aware paths, while efficiently repairing solutions to account for dynamic constraints. We demonstrate the benefits of our method on challenging navigation problems in complex environments for dynamic agents using combinations of hard and soft constraints, attracting and repelling constraints, on static obstacles and moving obstacles.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"297 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115862113","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: 20
Proceedings of Motion on Games 《运动论文集
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628
R. Mcdonnell, Nathan R Sturtevant, V. Zordan
{"title":"Proceedings of Motion on Games","authors":"R. Mcdonnell, Nathan R Sturtevant, V. Zordan","doi":"10.1145/2522628","DOIUrl":"https://doi.org/10.1145/2522628","url":null,"abstract":"The Sixth International Conference on Motion in Games (MIG) is being held in the historic city of Dublin, Ireland from November 7-9, 2013. MIG 2013 is being held in cooperation with Eurographics and, for the first time this year, it will be sponsored by ACM SIGGRAPH, with papers appearing in the ACM digital library. This year's exciting program is comprised of a combination of long and short papers. The event includes a vibrant poster and industry forum and is accented with four high-profile speakers from several domains of motions in games: Stelian Coros, Disney Research, Zurich; Stephen Guy, University of Minnesota; Mark Pauly, Ecole Polytechnique Federale de Lausanne (EPFL) and Ben Sunshine-Hill, Havok.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"137 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133334126","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
An Event-Centric Planning Approach for Dynamic Real-Time Narrative 动态实时叙事的事件中心规划方法
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522629
Alexander Shoulson, Max L. Gilbert, Mubbasir Kapadia, N. Badler
{"title":"An Event-Centric Planning Approach for Dynamic Real-Time Narrative","authors":"Alexander Shoulson, Max L. Gilbert, Mubbasir Kapadia, N. Badler","doi":"10.1145/2522628.2522629","DOIUrl":"https://doi.org/10.1145/2522628.2522629","url":null,"abstract":"In this paper, we propose an event-centric planning framework for directing interactive narratives in complex 3D environments populated by virtual humans. Events facilitate precise authorial control over complex interactions involving groups of actors and objects, while planning allows the simulation of causally consistent character actions that conform to an overarching global narrative. Events are defined by preconditions, postconditions, costs, and a centralized behavior structure that simultaneously manages multiple participating actors and objects. By planning in the space of events rather than in the space of individual character capabilities, we allow virtual actors to exhibit a rich repertoire of individual actions without causing combinatorial growth in the planning branching factor. Our system produces long, cohesive narratives at interactive rates, allowing a user to take part in a dynamic story that, despite intervention, conforms to an authored structure and accomplishes a predetermined goal.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122315399","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: 42
Automatic Hand-Over Animation using Principle Component Analysis 使用主成分分析的自动移交动画
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522656
Nkenge Wheatland, S. Jörg, V. Zordan
{"title":"Automatic Hand-Over Animation using Principle Component Analysis","authors":"Nkenge Wheatland, S. Jörg, V. Zordan","doi":"10.1145/2522628.2522656","DOIUrl":"https://doi.org/10.1145/2522628.2522656","url":null,"abstract":"This paper introduces a method for producing high quality hand motion using a small number of markers. The proposed \"handover\" animation technique constructs joint angle trajectories with the help of a reference database. Utilizing principle component analysis (PCA) applied to the database, the system automatically determines the sparse marker set to record. Further, to produce hand animation, PCA is used along with a locally weighted regression (LWR) model to reconstruct joint angles. The resulting animation is a full-resolution hand which reflects the original motion without the need for capturing a full marker set. Comparing the technique to other methods reveals improvement over the state of the art in terms of the marker set selection. In addition, the results highlight the ability to generalize the motion synthesized, both by extending the use of a single reference database to new motions, and from distinct reference datasets, over a variety of freehand motions.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134547660","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: 33
Computational Design and Motion Control for Characters in the Real World 现实世界中角色的计算设计和运动控制
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2541251
Stelian Coros
{"title":"Computational Design and Motion Control for Characters in the Real World","authors":"Stelian Coros","doi":"10.1145/2522628.2541251","DOIUrl":"https://doi.org/10.1145/2522628.2541251","url":null,"abstract":"Computer graphics techniques allow artists to realize their imaginative visions, leading to immersive virtual worlds that capture the imagination of audiences world-wide. And now, thanks to advancements in rapid manufacturing devices, tangible links between these vivid virtual worlds and our own can be created. But in order to unleash the full potential of this technology, a key challenge lies in determining the fundamental principles and design paradigms that allow digital content to be processed into forms that are suitable for fabrication. A particularly challenging task is that of creating physical representations of animated virtual characters. This paper discusses several techniques that can be applied towards this goal. In particular, a method for controlling the deformation behavior of real-world objects is described, and a computational design system that allows casual users to create animated mechanical characters is presented. In addition, this paper shows that control algorithms developed for physics-based character animation can also be applied to legged robots, allowing them to move with skill and purpose.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134005337","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
Emotion Capture: Emotionally Expressive Characters for Games 情感捕捉:游戏中的情感表达角色
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522633
Cathy Ennis, Ludovic Hoyet, A. Egges, R. Mcdonnell
{"title":"Emotion Capture: Emotionally Expressive Characters for Games","authors":"Cathy Ennis, Ludovic Hoyet, A. Egges, R. Mcdonnell","doi":"10.1145/2522628.2522633","DOIUrl":"https://doi.org/10.1145/2522628.2522633","url":null,"abstract":"It has been shown that humans are sensitive to the portrayal of emotions for virtual characters. However, previous work in this area has often examined this sensitivity using extreme examples of facial or body animation. Less is known about how attuned people are at recognizing emotions as they are expressed during conversational communication. In order to determine whether body or facial motion is a better indicator for emotional expression for game characters, we conduct a perceptual experiment using synchronized full-body and facial motion-capture data. We find that people can recognize emotions from either modality alone, but combining facial and body motion is preferable in order to create more expressive characters.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"514 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116085947","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: 32
Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation 自动构建粗的,高质量的四面体化,包围和近似动画表面
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522648
David A. Stuart, J. Levine, Ben Jones, Adam W. Bargteil
{"title":"Automatic Construction of Coarse, High-Quality Tetrahedralizations that Enclose and Approximate Surfaces for Animation","authors":"David A. Stuart, J. Levine, Ben Jones, Adam W. Bargteil","doi":"10.1145/2522628.2522648","DOIUrl":"https://doi.org/10.1145/2522628.2522648","url":null,"abstract":"Embedding high-resolution surface geometry in coarse control meshes is a standard approach to achieving high-quality computer animation at low computational expense. In this paper we present an effective, automatic method for generating such control meshes. The resulting high-quality, tetrahedral meshes enclose and approximate an input surface mesh, avoiding extrapolation artifacts and ensuring that the resulting coarse volumetric meshes are adequate collision proxies. Our approach comprises three steps: we begin with a tetrahedral mesh built from the body-centered cubic lattice that tessellates the bounding box of the input surface; we then perform a sculpting phase that carefully removes elements from the lattice; and finally a variational vertex adjustment phase iteratively adjusts vertex positions to more closely approximate the surface geometry. Our approach provides explicit trade-offs between mesh quality, resolution, and surface approximation. Our experiments demonstrate the technique can be used to build high-quality meshes appropriate for simulations within games.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121061153","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: 6
Reducing Memory Requirements for Diverse Animated Crowds 减少不同动画人群的内存需求
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2522901
Sergio Ruiz, Benjamín Hernández, Adriana Alvarado, Isaac Rudomín
{"title":"Reducing Memory Requirements for Diverse Animated Crowds","authors":"Sergio Ruiz, Benjamín Hernández, Adriana Alvarado, Isaac Rudomín","doi":"10.1145/2522628.2522901","DOIUrl":"https://doi.org/10.1145/2522628.2522901","url":null,"abstract":"Large-scale crowd simulation and visualization is crucial for the next generation of interactive virtual environments. Current authoring techniques produce good results but are laborious, and demand valuable graphics memory and computational resources beyond the reach of consumer-level hardware. In this paper, we propose a technique for generating animatable characters for crowds that reduces memory requirements. The first step consists in reducing, segmenting and labeling a data set of virtual characters into simpler body parts; labeling information is then manually generated and used to correctly match different body parts in order to generate new characters. The second step comprises a method to embed the rig and skinning information into the texture space shared among the new characters. Additional methods using color, skin features, pattern, fat, wrinkle and textile fold maps are used to add more variety. Animation sequences are stored in auxiliary textures. These can be transferred between different characters, as well as versions of the same characters with different level of detail; such animations can be modified, and otherwise reused, increasing variety yet reducing memory requirements. We will demonstrate that our technique has four advantages: first, memory requirements are reduced by 91% when compared to traditional libraries; second, it can also generate previously nonexistent characters from the original data set; third, embedding the rig and skinning into texture space allows painless animation transfer between different characters and fourth, between different levels of detail of the same characters.","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"8 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120821997","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: 7
Managing Simulation Level-of-Detail with the LOD Trader 用LOD交易员管理模拟细节级别
Proceedings of Motion on Games Pub Date : 2013-11-06 DOI: 10.1145/2522628.2541250
Ben Sunshine-Hill
{"title":"Managing Simulation Level-of-Detail with the LOD Trader","authors":"Ben Sunshine-Hill","doi":"10.1145/2522628.2541250","DOIUrl":"https://doi.org/10.1145/2522628.2541250","url":null,"abstract":"We present the \"LOD Trader\", an algorithm for optimizing the perceptual quality of a simulation while respecting computational resource constraints by selectively reducing the level of detail with which less important entities are simulated. Our approach to LOD selection is better suited to simulation LOD than conventional graphical LOD techniques have been. We motivate the need for simulation-specific methods of LOD selection and describe a viewer-centric and perceptually-based measure of simulation quality. We then describe the algorithm itself, which maximizes simulation quality while respecting resource constraints. Finally, we describe a case study in which the LOD Trader produced superior results to conventional LOD selection. The information in this paper is a shortened version of [Sunshine-Hill 2011].","PeriodicalId":204010,"journal":{"name":"Proceedings of Motion on Games","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127781313","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: 4
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