Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games最新文献

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Avatar reshaping and automatic rigging using a deformable model 使用可变形模型的化身重塑和自动索具
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822017
Andrew W. Feng, D. Casas, Ari Shapiro
{"title":"Avatar reshaping and automatic rigging using a deformable model","authors":"Andrew W. Feng, D. Casas, Ari Shapiro","doi":"10.1145/2822013.2822017","DOIUrl":"https://doi.org/10.1145/2822013.2822017","url":null,"abstract":"3D scans of human figures have become widely available through online marketplaces and have become relatively easy to acquire using commodity scanning hardware. In addition to static uses of such 3D models, such as 3D printed figurines or rendered 3D still imagery, there are numerous uses for an animated 3D character that uses such 3D scan data. In order to effectively use such models as dynamic 3D characters, the models must be properly rigged before they are animated. In this work, we demonstrate a method to automatically rig a 3D mesh by matching a set of morphable models against the 3D scan. Once the morphable model has been matched against the 3D scan, the skeleton position and skinning attributes are then copied, resulting in a skinning and rigging that is similar in quality to the original hand-rigged model. In addition, the use of a morphable model allows us to reshape and resize the 3D scan according to approximate human proportions. Thus, a human 3D scan can be modified to be taller, shorter, fatter or skinnier. Such manipulations of the 3D scan are useful both for social science research, as well as for visualization for applications such as fitness, body image, plastic surgery and the like.","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":"129614171","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: 71
Robust balance shift control with posture optimization 鲁棒平衡移位控制与姿态优化
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822020
Zümra Kavafoglu, Ersan Kavafoglu, A. Egges
{"title":"Robust balance shift control with posture optimization","authors":"Zümra Kavafoglu, Ersan Kavafoglu, A. Egges","doi":"10.1145/2822013.2822020","DOIUrl":"https://doi.org/10.1145/2822013.2822020","url":null,"abstract":"In this paper we present a control framework which creates robust and natural balance shifting behaviours during standing. Given high-level features such as the position of the center of mass projection and the foot configurations, a kinematic posture satisfying these features is synthesized using online optimization. The physics-based control framework of the system calculates internal joint torques that enable tracking the optimized posture together with balance and pelvis control. Our system results in a very stable pose regardless of the position of the COM projection within the foot support polygon. This is achieved using an online knee bending and hip joint position optimization scheme. Moreover, we improve the robustness of the character under external perturbations by an arm control strategy that regulates the body's angular momentum. The capabilities of the system are demonstrated under different scenarios. The proposed framework doesn't include equations of motions or inverse dynamics. The simulations run in real-time on a standard modern PC without needing any preprocessing like offline parameter optimization. As a result, our system is suitable for commercial real-time graphics applications such as games.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"21 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":"126498406","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
Real-time gait control for partially immersed bipeds 部分浸入式两足动物的实时步态控制
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822016
Samuel Carensac, N. Pronost, S. Bouakaz
{"title":"Real-time gait control for partially immersed bipeds","authors":"Samuel Carensac, N. Pronost, S. Bouakaz","doi":"10.1145/2822013.2822016","DOIUrl":"https://doi.org/10.1145/2822013.2822016","url":null,"abstract":"Physics-based animation is an increasingly studied subject of computer animation because it allows natural interactions with the virtual environment. Though some existing motion controllers can handle the simulation of interactions between a character and a liquid, only few methods focus on the simulation of the locomotion of immersed bipeds. In this paper, we present a control strategy capable of simulating partially immersed gaits. The impact of the liquid on the character's motion is modeled through simple hydrodynamics. To produce natural looking animations, we design a controller allowing the combination of multiple gait styles, the conservation of balance through intelligent foot placement and precise control of the character's speed. We determine the optimal parameters for the controller by using an optimization process. This optimization is repeated for several scenarios where the character has to walk across a volume of liquid parametrized by its height. Our controller produces natural looking gaits while being capable of online adaptation to the variation of liquid height, to the modification of the liquid density and viscosity and to the variation of the required character's speed.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"24 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":"134590222","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
An analysis of manoeuvring in dense crowds 在密集人群中机动的分析
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822037
Sybren A. Stüvel, M. D. Goeij, A.F. van der Stappen, A. Egges
{"title":"An analysis of manoeuvring in dense crowds","authors":"Sybren A. Stüvel, M. D. Goeij, A.F. van der Stappen, A. Egges","doi":"10.1145/2822013.2822037","DOIUrl":"https://doi.org/10.1145/2822013.2822037","url":null,"abstract":"In high-density crowds, one can observe torso twists; people rotate their upper body to decrease their width perpendicular to the motion path, in order to squeeze through narrow spaces between other crowd members. In this paper we investigate such behaviour, by recording and analysing dense crowds. Apart from the common approach, where only the position of each person in the crowd is recorded, we also record and analyse the torso orientations. To the best of our knowledge, this has not been done before in the context of dense crowds. We show that the paths chosen by the participants can be predicted by Generalized Voronoi Diagrams based on line segment representations of the participants' torsos, and attest that the medial axis of a capsule-shaped representation of the torso is a good choice for such line segments.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"51 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":"114863216","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
Deep signatures for indexing and retrieval in large motion databases 用于大型运动数据库索引和检索的深度签名
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822024
Yingying Wang, Michael Neff
{"title":"Deep signatures for indexing and retrieval in large motion databases","authors":"Yingying Wang, Michael Neff","doi":"10.1145/2822013.2822024","DOIUrl":"https://doi.org/10.1145/2822013.2822024","url":null,"abstract":"Data-driven motion research requires effective tools to compress, index, retrieve and reconstruct captured motion data. In this paper, we present a novel method to perform these tasks using a deep learning architecture. Our deep autoencoder, a form of artificial neural network, encodes motion segments into \"deep signatures\". This signature is formed by concatenating signatures for functionally different parts of the body. The deep signature is a highly condensed representation of a motion segment, requiring only 20 bytes, yet still encoding high level motion features. It can be used to produce a very compact representation of a motion database that can be effectively used for motion indexing and retrieval, with a very small memory footprint. Database searches are reduced to low cost binary comparisons of signatures. Motion reconstruction is achieved by fixing a \"deep signature\" that is missing a section using Gibbs Sampling. We tested both manually and automatically segmented motion databases and our experiments show that extracting the deep signature is fast and scales well with large databases. Given a query motion, similar motion segments can be retrieved at interactive speed with excellent match quality.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"15 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":"132199958","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: 31
Clustering and collision detection for clustered shape matching 聚类形状匹配的聚类与碰撞检测
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822045
Ben Jones, April Martin, J. Levine, Tamar Shinar, Adam W. Bargteil
{"title":"Clustering and collision detection for clustered shape matching","authors":"Ben Jones, April Martin, J. Levine, Tamar Shinar, Adam W. Bargteil","doi":"10.1145/2822013.2822045","DOIUrl":"https://doi.org/10.1145/2822013.2822045","url":null,"abstract":"In this paper, we address clustering and collision detection in the clustered shape matching simulation framework for deformable bodies. Our clustering algorithm is \"fuzzy,\" meaning that it gives particles weighted membership in clusters. These weights are a significant extension to the basic clustered shape matching framework as they are used to divide particle mass among the clusters. We explore several weighting schemes and demonstrate that the choice of weighting scheme gives artists additional control over material behavior. Furthermore, by design our clustering algorithm yields spherical clusters, which not only results in sparse weight vectors, but also exceptionally efficient collision geometry. We further enhance this simple collision proxy by intersecting with half-spaces to allow for even better, yet still simple and computationally efficient, collision proxies. The resulting approach is fast, versatile, and simple to implement.","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":"128428573","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
Automated interactive narrative synthesis using dramatic theory 使用戏剧理论的自动互动叙事合成
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822028
Carlos Antonio Dominguez, Yuya Ichimura, Mubbasir Kapadia
{"title":"Automated interactive narrative synthesis using dramatic theory","authors":"Carlos Antonio Dominguez, Yuya Ichimura, Mubbasir Kapadia","doi":"10.1145/2822013.2822028","DOIUrl":"https://doi.org/10.1145/2822013.2822028","url":null,"abstract":"Current systems for automatic narrative generation lack modularity in their authoring tools as well as the ability to accommodate a human player's interaction with the characters while simultaneously preserving narrative integrity. In this paper, we propose a logical formalism of a story that incorporates an exposition, rising action, climax, falling action, and a story resolution, conforming to the widely established and studied Freytag model of a narrative. Using computational tools, our system is able to automatically synthesize stories that are grounded in narrative theory. These logical representations of stories are transformed into its equivalent Parameterized Behavior Tree (PBT) representation to facilitate an animated discourse of the narrative by leveraging existing character animations tools. Next, we automatically transform these passive narratives into interactive narratives by introducing narrative revision and nudge -- two extensions that preserve narrative integrity while still allowing the player to assume control of any character at any point in the story, and the freedom to experience the story in any way he sees fit. Our results demonstrate the promise of leveraging computational intelligence for automated interactive narrative synthesis while being firmly established in classical narrative theory.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"93 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":"124540385","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: 5
Fin textures for real-time painterly aesthetics 鳍纹理实时绘画美学
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822021
Nicolas Imhof, Antoine Milliez, Flurina Jenal, René Bauer, M. Gross, R. Sumner
{"title":"Fin textures for real-time painterly aesthetics","authors":"Nicolas Imhof, Antoine Milliez, Flurina Jenal, René Bauer, M. Gross, R. Sumner","doi":"10.1145/2822013.2822021","DOIUrl":"https://doi.org/10.1145/2822013.2822021","url":null,"abstract":"We present a novel method for real-time stylized rendering in video games. Recent advances in painterly character authoring and rendering allow artists to create characters represented by 3D geometry as well as 3D paint strokes embedded on and around that geometry. The resulting 3D paintings are rendered in screen space using special-purpose offline rendering algorithms to achieve a unique painterly style. While providing novel styles for offline rendering, existing techniques do not support real-time applications. In this paper, we propose a method to interactively render these complex 3D paintings with a focus on character animation in video games. After observing that off-surface paint strokes can be interpreted as volumetric data in the proximity of 3D meshes, we review existing volumetric texture techniques and show that they are not adapted to paint strokes, which can be sparse and have a significant structure that should be preserved. We propose a method based on fin textures in which mesh edges are extended orthogonally off the surface and textured to replicate the results of the custom offline rendering method. Our algorithm uses a per-pixel normal calculation in order to fade in fin textures along boundary views. Our results demonstrate real-time performance using a commodity game engine while maintaining a painterly style comparable to offline methods.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"45 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":"126569363","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
Interactive detailed cutting of thin sheets 薄片的交互式详细切割
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822018
Pierre-Luc Manteaux, Weixue Sun, F. Faure, Marie-Paule Cani, J. F. O'Brien
{"title":"Interactive detailed cutting of thin sheets","authors":"Pierre-Luc Manteaux, Weixue Sun, F. Faure, Marie-Paule Cani, J. F. O'Brien","doi":"10.1145/2822013.2822018","DOIUrl":"https://doi.org/10.1145/2822013.2822018","url":null,"abstract":"In this paper we propose a method for the interactive detailed cutting of deformable thin sheets. Our method builds on the ability of frame-based simulation to solve for dynamics using very few control frames while embedding highly detailed geometry - here an adaptive mesh that accurately represents the cut boundaries. Our solution relies on a non-manifold grid to compute shape functions that faithfully adapt to the topological changes occurring while cutting. New frames are dynamically inserted to describe new regions. We provide incremental mechanisms for updating simulation data, enabling us to achieve interactive rates. We illustrate our method with examples inspired by the traditional Kirigami artform.","PeriodicalId":222258,"journal":{"name":"Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games","volume":"34 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":"129429007","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: 14
Multi-modal data-driven motion planning and synthesis 多模态数据驱动的运动规划与合成
Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games Pub Date : 2015-11-16 DOI: 10.1145/2822013.2822044
Mentar Mahmudi, Marcelo Kallmann
{"title":"Multi-modal data-driven motion planning and synthesis","authors":"Mentar Mahmudi, Marcelo Kallmann","doi":"10.1145/2822013.2822044","DOIUrl":"https://doi.org/10.1145/2822013.2822044","url":null,"abstract":"We present a new approach for whole-body motion synthesis that is able to generate high-quality motions for challenging mobile-manipulation scenarios. Our approach decouples the problem in specialized locomotion and manipulation skills, and proposes a multi-modal planning scheme that explores the search space of each skill together with the possible transition points between skills. In order to achieve high-quality results the locomotion skill is designed to be fully data-driven, while manipulation skills can be algorithmic or data-driven according to data availability and the complexity of the environment. Our method is able to automatically generate complex motions with precise manipulation targets among obstacles and in coordination with locomotion.","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":"132832731","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
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