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Controllable Real-Time Locomotion Using Mobility Maps

机译:使用移动地图可控制的实时运动

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Graph-based approaches for sequencing motion capture data have produced some of the most realistic and controllable character motion to date. Most previous graph-based approaches have employed a run-time global search to find paths through the motion graph that meet user-defined constraints such as a desired locomotion path. Such searches do not scale well to large numbers of characters. In this paper, we describe a locomotion approach that benefits from the realism of graph-based approaches while maintaining basic user control and scaling well to large numbers of characters. Our approach is based on precomputing multiple least cost sequences from every state in a state-action graph. We store these precomputed sequences in a data structure called a mobility map and perform a local search of this map at run-time to generate motion sequences in real time that achieve user constraints in a natural manner. We demonstrate the quality of the motion through various example locomotion tasks including target tracking and collision avoidance. We demonstrate scalability by animating crowds of up to 150 rendered articulated walking characters at real-time rates.
机译:迄今为止,基于图的运动捕捉数据排序方法已经产生了一些最现实,可控的角色运动。大多数以前的基于图的方法都使用运行时全局搜索来查找通过运动图的路径,这些路径满足用户定义的约束,例如所需的运动路径。这样的搜索不能很好地扩展到大量字符。在本文中,我们描述了一种运动方法,该方法得益于基于图的方法的真实性,同时保持基本的用户控制并很好地缩放到大量字符。我们的方法基于从状态动作图中的每个状态预先计算多个最小成本序列。我们将这些预先计算的序列存储在称为移动性图的数据结构中,并在运行时对该图进行本地搜索以实时生成运动序列,从而以自然方式实现用户约束。我们通过各种示例运动任务(包括目标跟踪和避免碰撞)演示运动的质量。我们通过以实时速率为多达150个渲染的关节运动角色动画来演示演示可伸缩性。

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