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State of the Art in Example-Based Motion Synthesis for Virtual Characters in Interactive Applications

机译:基于示例的交互式应用中虚拟人物的运动合成技术的发展

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摘要

Animated virtual human characters are a common feature in interactive graphical applications, such as computer and video games, online virtual worlds and simulations. Due to dynamic nature of such applications, character animation must be responsive and controllable in addition to looking as realistic and natural as possible. Though procedural and physics-based animation provide a great amount of control overmotion, they still look too unnatural to be of use in all but a few specific scenarios, which is why interactive applications nowadays still rely mainly on recorded and hand-crafted motion clips. The challenge faced by animation system designers is to dynamically synthesize new, controllable motion by concatenating short motion segments into sequences of different actions or by parametrically blending clips that correspond to different variants of the same logical action. In this article, we provide an overview of research in the field of example-based motion synthesis for interactive applications. We present methods for automated creation of supporting data structures for motion synthesis and describe how they can be employed at run-time to generate motion that accurately accomplishes tasks specified by the AI or human user.
机译:动画虚拟人类角色是交互式图形应用程序(例如计算机和视频游戏,在线虚拟世界和模拟)中的常见功能。由于此类应用程序的动态特性,角色动画除了看起来尽可能逼真自然之外,还必须具有响应性和可控性。尽管基于过程和基于物理的动画提供了大量的控制过度运动,但它们看起来仍然很不自然,无法在少数特定场景中使用,这就是为什么如今的交互式应用程序仍主要依赖于录制和手工制作的运动剪辑的原因。动画系统设计人员面临的挑战是通过将短运动段连接到不同动作序列中或通过参数混合对应于同一逻辑动作的不同变体的剪辑来动态合成新的可控制运动。在本文中,我们概述了交互式应用程序中基于示例的运动合成领域的研究。我们介绍了自动创建用于运动合成的支持数据结构的方法,并描述了如何在运行时使用它们来生成可准确完成AI或人类用户指定任务的运动。

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