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Generating Avoidance Motion Using Motion Graph

机译:使用运动图产生避免运动

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We propose a method of generating avoidance motions. We use a motion graph to generate continuous motions, including both avoidance and other kinds of motions. In the combat of real humans, trained fighters avoid an attack with minimal movement. To realize such avoidance motion, we developed criteria to find an appropriate path (series of edges) in the motion graph. The characters are expected to move their body by only a minimal distance to avoid an attack. We introduced attack, body and avoidance space-time volumes to evaluate this criterion. Each candidate path is evaluated according to the distance between attack and body volumes and the overlap between attack and avoidance volumes. We also introduced a method to control the execution speeds of edges, and thus adjust the timing of avoidance motions. Moreover, to find a path in real time, we developed methods to facilitate the searching process such as the use of grid-based indices to look up candidate paths and GPU-based quick collision detection to cull candidate paths. We tested our approach on an application in which a character avoids incoming balls controlled by a user and demonstrated the effectiveness of our approach.
机译:我们提出了一种产生避免运动的方法。我们使用运动图来产生连续运动,包括避免和其他类型的运动。在真实人类的战斗中,训练有素的战士避免了最小的运动攻击。为了实现这种避免运动,我们开发了在运动图中找到适当的路径(系列边缘)的标准。人物预计只能通过最小距离移动身体以避免攻击。我们引入了攻击,身体和避免时空卷来评估这一标准。根据攻击和体积之间的距离和攻击和避免卷之间的重叠进行评估每个候选路径。我们还介绍了一种控制边缘执行速度的方法,从而调整避免运动的定时。此外,要实时找到一条路径,我们开发了促进搜索过程的方法,例如使用基于网格的索引来查找候选路径和基于GPU的快速碰撞检测到剔除候选路径。我们在一个应用程序上测试了我们的方法,其中一个角色避免了由用户控制的传入球并证明了我们方法的有效性。

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