{"title":"ACCLMesh: curvature-based navigation mesh generation","authors":"G. Berseth, Mubbasir Kapadia, P. Faloutsos","doi":"10.1145/2822013.2822043","DOIUrl":"https://doi.org/10.1145/2822013.2822043","url":null,"abstract":"We propose a method to robustly and efficiently compute a navigation mesh for arbitrary and dynamic 3D environments based on curvature. This method addresses a number of known limitations in state-of-the-art techniques to produce navigation meshes that are tightly coupled to the original geometry, incorporate geometric details that are crucial for movement decisions and robustly handle complex surfaces. We integrate the method into a standard navigation and collision-avoidance system to simulate thousands of agents on complex 3D surfaces in real-time.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116637937","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}
Quentin Galvane, M. Christie, Christophe Lino, Rémi Ronfard
{"title":"Camera-on-rails: automated computation of constrained camera paths","authors":"Quentin Galvane, M. Christie, Christophe Lino, Rémi Ronfard","doi":"10.1145/2822013.2822025","DOIUrl":"https://doi.org/10.1145/2822013.2822025","url":null,"abstract":"When creating real or computer graphics movies, the questions of how to layout elements on the screen, together with how to move the cameras in the scene are crucial to properly conveying the events composing a narrative. Though there is a range of techniques to automatically compute camera paths in virtual environments, none have seriously considered the problem of generating realistic camera motions even for simple scenes. Among possible cinematographic devices, real cinematographers often rely on camera rails to create smooth camera motions which viewers are familiar with. Following this practice, in this paper we propose a method for generating virtual camera rails and computing smooth camera motions on these rails. Our technique analyzes characters motion and user-defined framing properties to compute rough camera motions which are further refined using constrained-optimization techniques. Comparisons with recent techniques demonstrate the benefits of our approach and opens interesting perspectives in terms of creative support tools for animators and cinematographers.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115353532","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}
{"title":"A closed-form solution for human finger positioning","authors":"Roel Duits, A. Egges, A.F. van der Stappen","doi":"10.1145/2822013.2822041","DOIUrl":"https://doi.org/10.1145/2822013.2822041","url":null,"abstract":"In this paper we describe a novel technique for solving the inverse kinematics problem for human fingers. We derive a closed-form solution that places the fingertips precisely in the desired location by allowing minor deviations in the rotations of the Proximal Interphalangeal and Distal Interphalangeal joints compared to the fixed ratio that is known to exist between them. The obvious advantage is that with our approach there is no need to iterate until the distance between the fingertips and the desired locations is small enough. We show that this method is reliable and exact while showing minimal differences to the finger poses generated by the original closed-form solution. In our experiments we found the positions of the intermediate joints of the finger to deviate only around 1.5 mm in the worst case from those resulting from a numerical approximation of the original closed-form solution. On average the deviation is less than 0.5 millimeter.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125454173","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}
M. B. Haworth, Muhammad Usman, G. Berseth, Mubbasir Kapadia, P. Faloutsos
{"title":"Evaluating and optimizing level of service for crowd evacuations","authors":"M. B. Haworth, Muhammad Usman, G. Berseth, Mubbasir Kapadia, P. Faloutsos","doi":"10.1145/2822013.2822040","DOIUrl":"https://doi.org/10.1145/2822013.2822040","url":null,"abstract":"Level of service (LoS) is a standard indicator, widely used in crowd management and urban design, for characterizing the service afforded by environments to crowds of specific densities. However, current LoS indicators are qualitative and rely on expert analysis. Computational approaches for crowd analysis and environment design require robust measures for characterizing the relationship between environments and crowd flow. In this paper, the flow-density relationships of environments optimized for flow under various LoS conditions are explored with respect to three state-of-the-art steering algorithms. We optimize environment elements to maximize crowd flow under a range of density conditions corresponding to common LoS categories. We perform an analysis of crowd flow under LoS conditions corresponding to the LoS optimized environments. We then perform an analysis of the crowd flow for these LoS optimized environments across LoS conditions. The steering algorithm, the number of optimized environment elements, the scenario configuration and the LoS conditions affect the optimal configuration of environment elements. We observe that the critical density of crowd simulators can increase, or shift LoS, due to the optimal placement of pillars. Depending on the steering model and environment benchmark, pillars are configured to produce lanes or form wall-like structures, in an effort to maximize crowd flow. These experiments serve as a precursor to environment optimization and crowd management motivating the need for further study using real and synthetic crowd datasets across a larger representation of environments.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122760352","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}
Stephan Müller, B. Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, R. Mann, R. Sumner, M. Gross
{"title":"HeapCraft: interactive data exploration and visualization tools for understanding and influencing player behavior in Minecraft","authors":"Stephan Müller, B. Solenthaler, Mubbasir Kapadia, Seth Frey, Severin Klingler, R. Mann, R. Sumner, M. Gross","doi":"10.1145/2822013.2822033","DOIUrl":"https://doi.org/10.1145/2822013.2822033","url":null,"abstract":"We present HeapCraft: an open-source suite of interactive data exploration and visualization tools that allows researchers, server administrators and game designers to analyze and potentially influence player behavior in Minecraft. Our framework includes a telemetry system, several tools for visualizing and representing the collected data, and tools for modifying the game experience in controlled ways. Measures that we use to quantify and visualize player behavior and collaboration have been derived from a large data set containing 3451 player-hours from 908 players and 43 different servers. HeapCraft has been demonstrated on a variety of tasks including player behavior classification, as well as quantifying and improving collaboration of players on Minecraft servers. HeapCraft is freely available and serves to democratize game analytics for the Minecraft community at large.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124051596","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}
{"title":"Reduced marker layouts for optical motion capture of hands","authors":"Matthias Schröder, Jonathan Maycock, M. Botsch","doi":"10.1145/2822013.2822026","DOIUrl":"https://doi.org/10.1145/2822013.2822026","url":null,"abstract":"We present a method for automatically generating reduced marker layouts for marker-based optical motion capture of human hand motions. Reducing the number of markers on the hand is important to ensure the generated motions are performed in a natural way and indeed a reduced marker set might be a technical requirement should simultaneous body motion capture also have to be carried out. The employed motion reconstruction method is based on subspace-constrained inverse kinematics, which allows for the recovery of realistic hand movements even from sparse input data. Our marker layout optimization is sensitive to the kinematic structure and the subspace representations of hand articulations utilized in the reconstruction method in order to generate sparse marker configurations that are optimal for solving the constrained inverse kinematics problem. We propose specific quality criteria for reduced marker sets that combine numerical stability with geometric feasibility of the resulting layout. These criteria are combined in an objective function that is minimized using a specialized surface-constrained particle swarm optimization scheme. Our method provides a principled way for determining reduced marker layouts based on subspace representations of hand articulations.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127240064","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}
{"title":"Collision detection for articulated deformable characters","authors":"Nadine Abu Rumman, M. Schaerf, D. Bechmann","doi":"10.1145/2822013.2822034","DOIUrl":"https://doi.org/10.1145/2822013.2822034","url":null,"abstract":"In this paper, we present an efficient method for detecting collisions and self-collisions on articulated models deformed by Position Based Skinning. Position Based Skinning is a real-time skinning method, which produces believable skin deformations, and avoids artifacts such as the well-known \"candy-wrapper\" effect and joint-bulging. The proposed method employs spatial hashing with a uniform grid to detect collisions and self collisions. All the mesh primitives are mapped to a hash table, where only primitives mapped to the same hash index indicate a possible collision and need to be tested for intersections. Being based on spatial hashing, our method requires neither expensive set-up nor complex data structures and is hence suitable for articulated characters with deformable soft tissues. We exploit the skeletal nature of the deformation to only update the hash table when required. The resulting algorithm is simple to implement and fast enough for real-time applications. We demonstrate the efficiency of our method on various animation examples. A quantitative experiment is also presented to evaluate our method.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115410147","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}
A. Duchowski, S. Jörg, Aubrey Lawson, Takumi Bolte, Lech Swirski, Krzysztof Krejtz
{"title":"Eye movement synthesis with 1/f pink noise","authors":"A. Duchowski, S. Jörg, Aubrey Lawson, Takumi Bolte, Lech Swirski, Krzysztof Krejtz","doi":"10.1145/2822013.2822014","DOIUrl":"https://doi.org/10.1145/2822013.2822014","url":null,"abstract":"Eye movements are an essential part of non-verbal behavior. Non-player characters (NPCs), as they occur in many games, communicate with the player through dialogues and non-verbal behavior and can have a strong influence on the player experience or even on gameplay. In this paper we propose a procedural model to synthesize the subtleties of eye motions. More specifically, our model adds microsaccadic jitter and pupil unrest both modeled by 1/f or pink noise to the standard main sequence. In a perceptual two-alternative forced-choice (2AFC) experiment we explore the perceived naturalness of different parameters of pink noise by comparing synthesized motions to rendered motion of recorded eye movements at extreme close shot and close shot distances. Our results show that, on average, data-driven motion is perceived as most natural, followed by parameterized pink noise, with motion lacking microsaccadic jitter being consistently selected as the least natural in appearance.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"517 ","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133911875","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}
{"title":"DAVIS: density-adaptive synthetic-vision based steering for virtual crowds","authors":"Rowan T. Hughes, Jan Ondřej, J. Dingliana","doi":"10.1145/2822013.2822030","DOIUrl":"https://doi.org/10.1145/2822013.2822030","url":null,"abstract":"We present a novel algorithm to model density-dependent behaviours in crowd simulation. Previous work has shown that density is a key factor in governing how pedestrians adapt their behaviour. This paper specifically examines, through analysis of real pedestrian data, how density affects how agents control their rate of change of bearing angle with respect to one another. We extend upon existing synthetic vision based approaches to local collision avoidance and generate pedestrian trajectories that more faithfully represent how real people avoid each other. Our approach is capable of producing realistic human behaviours, particularly in dense, complex scenarios where the amount of time for agents to make decisions is limited.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115686182","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}
{"title":"Segmenting motion capture data using a qualitative analysis","authors":"Durell Bouchard, N. Badler","doi":"10.1145/2822013.2822039","DOIUrl":"https://doi.org/10.1145/2822013.2822039","url":null,"abstract":"Many interactive 3D games utilize motion capture for both character animation and user input. These applications require short, meaningful sequences of data. Manually producing these segments of motion capture data is a laborious, time-consuming process that is impractical for real-time applications. We present a method to automatically produce semantic segmentations of general motion capture data by examining the qualitative properties that are intrinsic to all motions, using Laban Movement Analysis (LMA). LMA provides a good compromise between high-level semantic features, which are difficult to extract for general motions, and low-level kinematic features, which often yield unsophisticated segmentations. Our method finds motion sequences which exhibit high output similarity from a collection of neural networks trained with temporal variance. We show that segmentations produced using LMA features are more similar to manual segmentations, both at the frame and the segment level, than several other automatic segmentation methods.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"43 12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122418997","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}